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https://github.com/OpenSpace/OpenSpace.git
synced 2026-05-06 11:29:55 -05:00
Remove unused shaders for postRender pass
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@@ -1,130 +0,0 @@
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 - 2016 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include "fragment.glsl"
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#include <#{fragmentPath}>
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#include "abufferfragment.glsl"
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#include "abufferresources.glsl"
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#include "PowerScaling/powerScalingMath.hglsl"
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#include "rand.glsl"
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#include "resolveconstants.glsl"
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#include "resolvehelpers.glsl"
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#define RAYCASTING_ENABLED #{resolveData.raycastingEnabled}
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uniform float blackoutFactor;
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uniform sampler2DMS mainColorTexture;
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uniform sampler2DMS mainDepthTexture;
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out vec4 _out_color_;
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void main() {
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Fragment newFrag = getFragment();
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int sampleMask = gl_SampleMaskIn[0];
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float fboDepth = denormalizeFloat(texelFetch(mainDepthTexture, ivec2(gl_FragCoord), 0).x);
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vec4 fboRgba = texelFetch(mainColorTexture, ivec2(gl_FragCoord), 0);
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if (newFrag.depth > fboDepth) {
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discard;
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}
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//newFrag.color *= countSamples(sampleMask) / nAaSamples;
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/*
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vec3 accumulatedColor = vec3(0.0);
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// One alpha channel per color channel to allow for
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// absorption of different wavelengths.
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// Always within the interval [0, 1]
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vec3 accumulatedAlpha = vec3(0.0);
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uint nFrags = loadFragments();
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uint raycasterMask;
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#if RAYCASTING_ENABLED
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bool insideAnyRaycaster = initRaycasterMask(raycasterMask);
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#endif
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#if RAYCASTING_ENABLED
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retrieveRaycasterData(nFrags);
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if (insideAnyRaycaster) {
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//raycast to the first fragment
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float startDepth = 0;
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float endDepth = min(_depth_(fragments[0]), newFrag.depth);
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raycast(endDepth - startDepth, raycasterMask, accumulatedColor, accumulatedAlpha);
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}
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#endif
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for (uint i = 0; i < nFrags; i++) {
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ABufferFragment frag = fragments[i];
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if (_depth_(frag) > newFrag.depth) {
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break;
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}
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int type = _type_(frag);
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uint blend = _blend_(frag);
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if (type == 0) { // geometry fragment
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vec4 color = _color_(frag);
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if (blend == BLEND_MODE_NORMAL) {
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accumulatedColor += (1 - accumulatedAlpha) * color.rgb * color.a;
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accumulatedAlpha += (1 - accumulatedAlpha) * color.aaa;
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} else if (blend == BLEND_MODE_ADDITIVE) {
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accumulatedColor += (1 - accumulatedAlpha) * color.rgb;
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}
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}
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#if RAYCASTING_ENABLED
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else if (type > 0) { // enter volume
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int raycasterId = type - 1;
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// only enter volume if a valid scale was detected
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if (raycasterData[raycasterId].scale > 0) {
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raycasterMask |= (1 << (raycasterId));
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}
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} else { // exit volume
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int raycasterId = -type - 1;
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raycasterMask &= INT_MAX - (1 << (raycasterId));
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}
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// Ray cast to next fragment
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if (i + 1 < nFrags && raycasterMask != 0) {
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float startDepth = _depth_(fragments[i]);
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float endDepth = min(_depth_(fragments[i + 1]), newFrag.depth);
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raycast(endDepth - startDepth, raycasterMask, accumulatedColor, accumulatedAlpha);
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}
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#endif
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}
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*/
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vec4 newColor = newFrag.color;
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vec3 contribution = newColor.rgb * blackoutFactor;
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_out_color_ = vec4(contribution, 1.0);
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// _out_color_ = vec4(1.0);
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}
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@@ -1,34 +0,0 @@
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2016 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
|
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include "PowerScaling/powerScalingMath.hglsl"
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#include <#{fragmentPath}>
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out vec4 _out_color_;
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void main() {
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Fragment f = getFragment();
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_out_color_ = f.color;
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gl_FragDepth = normalizeFloat(f.depth);
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}
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@@ -1,2 +0,0 @@
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#version __CONTEXT__
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#include <#{rendererData.postFragmentRendererPath}>
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