More work on fixing of RenderableStars

This commit is contained in:
Alexander Bock
2015-02-20 13:56:46 +01:00
parent ec1344d3b7
commit bd69db9e6d
2 changed files with 59 additions and 43 deletions

View File

@@ -40,6 +40,7 @@ layout(location = 1) in vec3 ge_brightness;
layout(location = 2) in vec3 ge_velocity;
layout(location = 3) in float ge_speed;
layout(location = 4) in vec2 texCoord;
layout(location = 5) in float size;
#include "ABuffer/abufferStruct.hglsl"
#include "ABuffer/abufferAddToBuffer.hglsl"
@@ -78,6 +79,16 @@ void main() {
// textureColor.a = (textureColor.a - 0.25) / (0.85);
vec4 fullColor = vec4(color.rgb, textureColor.a);
// if (size < 7.5) {
// fullColor.a *= ((size - 2) / 6.5);
// discard;
// }
// if (size < 5)
// discard;
// fullColor.a *= min(size, 1.0);
// vec4 fullColor = textureColor * color;
// if (fullColor.a <= 0.125)
// discard;
@@ -102,6 +113,7 @@ void main() {
// float depth = 10000.0;
// gl_FragDepth = depth;
// fullColor = vec4(1.0);
ABufferStruct_t frag = createGeometryFragment(fullColor, position, depth);
addToBuffer(frag);
// discard;

View File

@@ -32,7 +32,7 @@ const vec2 corners[4] = vec2[4](
);
#include "PowerScaling/powerScalingMath.hglsl"
#include <${SHADERS_GENERATED}/constants.hglsl>:notrack
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
@@ -48,6 +48,7 @@ layout(location = 1) out vec3 ge_brightness;
layout(location = 2) out vec3 ge_velocity;
layout(location = 3) out float ge_speed;
layout(location = 4) out vec2 texCoord;
layout(location = 5) out float size;
uniform mat4 projection;
@@ -56,44 +57,6 @@ uniform float exponentialOffset;
uniform float exponentialDampening;
uniform float scaleFactor;
#if 0
void main() {
// Skip the Sun
if (psc_position[0].x == 0.0 && psc_position[0].y == 0.0 && psc_position[0].z == 0.0) {
return;
}
ge_brightness = vs_brightness[0];
ge_velocity = vs_velocity[0];
ge_speed = vs_speed[0];
const float magnitudeMin = -magnitudeClamp[0];
const float magnitudeMax = -magnitudeClamp[1];
float M = clamp(vs_brightness[0].z, magnitudeMin, magnitudeMax);
// float expM = exp(-M);
// float norm = (expM - exp(magnitudeMin)) / (exp(magnitudeMax) - exp(magnitudeMin));
float norm = (-M - magnitudeMin) / (magnitudeMax - magnitudeMin);
float modifiedSpriteSize = norm * scaleFactor * 0.01;
// float modifiedSpriteSize = exp((-exponentialOffset - M) * exponentialDampening) * scaleFactor;
for(int i = 0; i < 4; i++){
vec4 p1 = gl_in[0].gl_Position;
p1.xy += vec2(modifiedSpriteSize * (corners[i] - vec2(0.5)));
vs_position = p1;
gl_Position = projection * p1;
// gl_Position = z_normalization(projection * p1);
texCoord = corners[i];
EmitVertex();
}
EndPrimitive();
}
#endif
// As soon as the scalegraph is in place, replace this by a dynamic calculation
// of apparent magnitude in relation to the camera position ---abock
void main() {
@@ -117,12 +80,52 @@ void main() {
vec4 p1 = gl_in[0].gl_Position;
p1.xy += vec2(modifiedSpriteSize * (corners[i] - vec2(0.5)));
projPos[i] = projection * p1;
// projPos[i].xyz /= projPos[i].w;
}
float f = 0.015;
if (length((projPos[1].xy / projPos[1].w) - (projPos[2].xy / projPos[2].w)) < f)
vec2 screenSize =vec2(SCREEN_WIDTH, SCREEN_HEIGHT);
vec2 ll = (((projPos[1].xy / projPos[1].w) + 1) / 2) * screenSize;
vec2 ur = (((projPos[2].xy / projPos[2].w) + 1) / 2) * screenSize;
vec2 d = abs(ll - ur);
// d *= screenSize;
// ll *= screenSize;
// if (ll.y > 600)
// return;
if (length(d) < 7.5)
return;
// float size = max(SCREEN_HEIGHT, SCREEN_WIDTH);
// vec2 screenSize = vec2(SCREEN_HEIGHT, SCREEN_WIDTH);
// d.x *= SCREEN_WIDTH;
// d.y *= SCREEN_HEIGHT;
// d *= screenSize;
// if (length(d * size) < 1)
// return;
// float distance = length(ll - ur);
// vec2 llNDC = ((projPos[1].xy / projPos[1].w) + 1) / 2;
// vec2 urNDC = ((projPos[2].xy / projPos[2].w) + 1) / 2;
// float distanceNDC = length(llNDC - urNDC);
// if (distance < 0.02)
// return;
// vec2 llPixel = llNDC * screenSize;
// vec2 urPixel = urNDC * screenSize;
// float distancePixel = length(llPixel - urPixel);
// if (distancePixel < 5)
// return;
// float f = 0.015;
// if (length((projPos[1].xy / projPos[1].w) - (projPos[2].xy / projPos[2].w)) < f)
// return;
for(int i = 0; i < 4; i++){
@@ -131,8 +134,9 @@ void main() {
vs_position = p1;
gl_Position = projPos[i];
// gl_Position = projection * p1;
// gl_Position = z_normalization(projection * p1);
// gl_Position = z_normalization(projPos[i]);
texCoord = corners[i];
size = length(d);
EmitVertex();
}
EndPrimitive();