/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2024 * * * * 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" in float vs_positionDepth; in vec4 vs_gPosition; in float fade; noperspective in vec2 mathLine; uniform vec3 color; uniform int renderPhase; uniform float opacity = 1.0; uniform float lineWidth; uniform vec4 viewport; // Fragile! Keep in sync with RenderableTrail::render::RenderPhase const int RenderPhaseLines = 0; const int RenderPhasePoints = 1; const float Delta = 0.25; Fragment getFragment() { Fragment frag; frag.color = vec4(color * fade, fade * opacity); frag.depth = vs_positionDepth; frag.blend = BLEND_MODE_ADDITIVE; if (renderPhase == RenderPhasePoints) { // Use the length of the vector (dot(circCoord, circCoord)) as factor in the // smoothstep to gradually decrease the alpha on the edges of the point vec2 circCoord = 2.0 * gl_PointCoord - 1.0; //float circleClipping = 1.0 - smoothstep(1.0 - Delta, 1.0, dot(circCoord, circCoord)); float circleClipping = smoothstep(1.0, 1.0 - Delta, dot(circCoord, circCoord)); frag.color.a *= circleClipping; } // We can't expect a viewport of the form (0, 0, res.x, res.y) used to convert the // window coordinates from gl_FragCoord into [0, 1] coordinates, so we need to use // this more complicated method that is also used in the FXAA and HDR rendering steps vec2 xy = vec2(gl_FragCoord.xy); xy -= viewport.xy; double distanceCenter = length(mathLine - xy); double dLW = double(lineWidth); const float blendFactor = 20.0; if (distanceCenter > dLW) { frag.color.a = 0.0; } else { frag.color.a *= pow(float((dLW - distanceCenter) / dLW), blendFactor); } frag.gPosition = vs_gPosition; // There is no normal here frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0); return frag; }