/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2022 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #include "fragment.glsl" #include "floatoperations.glsl" in vec2 vs_st; uniform float opacity = 1.0; uniform sampler2D colorTexture; uniform sampler2D depthTexture; uniform ivec4 viewport; uniform vec2 resolution; Fragment getFragment() { Fragment frag; // Modify the texCoord based on the Viewport and Resolution. This modification is // necessary in case of side-by-side stereo as we only want to access the part of the // feeding texture that we are currently responsible for. Otherwise we would map the // entire feeding texture into our half of the result texture, leading to a doubling of // the "missing" half. If you don't believe me, load a configuration file with the // side_by_side stereo mode enabled, disable FXAA, and remove this modification. // The same calculation is done in the HDR resolving shader vec2 st = vs_st; st.x = st.x / (resolution.x / viewport[2]) + (viewport[0] / resolution.x); st.y = st.y / (resolution.y / viewport[3]) + (viewport[1] / resolution.y); vec4 textureColor = texture(colorTexture, st); if (textureColor.a == 0.0 || opacity == 0.0) { discard; } frag.color.rgb = textureColor.rgb; frag.color.a = opacity * textureColor.a; frag.depth = denormalizeFloat(texture(depthTexture, vs_st).x); frag.disableLDR2HDR = true; return frag; }