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Moving pscstandard shader into base
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@@ -0,0 +1,84 @@
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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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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uniform vec4 campos;
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uniform vec4 objpos;
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//uniform vec3 camdir; // add this for specular
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uniform vec3 sun_pos;
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uniform bool _performShading = true;
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uniform float transparency;
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uniform int shadows;
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uniform float time;
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uniform sampler2D texture1;
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in vec2 vs_st;
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in vec4 vs_normal;
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in vec4 vs_position;
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#include "fragment.glsl"
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#include "PowerScaling/powerScaling_fs.hglsl"
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//#include "PowerScaling/powerScaling_vs.hglsl"
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Fragment getFragment() {
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vec4 position = vs_position;
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float depth = pscDepth(position);
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vec4 diffuse = texture(texture1, vs_st);
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Fragment frag;
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if (_performShading) {
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// directional lighting
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vec3 origin = vec3(0.0);
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vec4 spec = vec4(0.0);
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vec3 n = normalize(vs_normal.xyz);
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//vec3 e = normalize(camdir);
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vec3 l_pos = vec3(sun_pos); // sun.
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vec3 l_dir = normalize(l_pos-objpos.xyz);
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float intensity = min(max(5*dot(n,l_dir), 0.0), 1);
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float shine = 0.0001;
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vec4 specular = vec4(0.5);
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vec4 ambient = vec4(0.0,0.0,0.0,transparency);
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/*
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if(intensity > 0.f){
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// halfway vector
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vec3 h = normalize(l_dir + e);
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// specular factor
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float intSpec = max(dot(h,n),0.0);
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spec = specular * pow(intSpec, shine);
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}
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*/
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diffuse = max(intensity * diffuse, ambient);
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}
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diffuse[3] = transparency;
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frag.color = diffuse;
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frag.depth = depth;
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return frag;
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}
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@@ -0,0 +1,57 @@
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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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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#version __CONTEXT__
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uniform mat4 ViewProjection;
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uniform mat4 ModelTransform;
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layout(location = 0) in vec4 in_position;
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//in vec3 in_position;
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layout(location = 1) in vec2 in_st;
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layout(location = 2) in vec3 in_normal;
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out vec2 vs_st;
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out vec4 vs_normal;
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out vec4 vs_position;
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out float s;
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#include "PowerScaling/powerScaling_vs.hglsl"
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void main()
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{
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// set variables
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vs_st = in_st;
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//vs_stp = in_position.xyz;
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vs_position = in_position;
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vec4 tmp = in_position;
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// this is wrong for the normal. The normal transform is the transposed inverse of the model transform
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vs_normal = normalize(ModelTransform * vec4(in_normal,0));
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vec4 position = pscTransform(tmp, ModelTransform);
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vs_position = tmp;
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position = ViewProjection * position;
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gl_Position = z_normalization(position);
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}
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