/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2025 * * * * 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 "PowerScaling/powerScaling_fs.hglsl" #include "fragment.glsl" in vec2 vs_st; in vec3 vs_normalViewSpace; in float vs_depth; in vec4 vs_positionCameraSpace; uniform bool has_texture_diffuse; uniform sampler2D baseTexture; uniform vec4 baseColor; uniform sampler2D projectionTexture; uniform bool performShading; uniform float projectionFading; uniform vec3 directionToSunViewSpace; const vec3 specularAlbedo = vec3(1.0); const float ambientIntensity = 0.15; const float diffuseIntensity = 1.0; const float specularIntensity = 0.0; const float specularPower = 100.0; Fragment getFragment() { Fragment frag; frag.depth = vs_depth; frag.gPosition = vs_positionCameraSpace; frag.gNormal = vec4(vs_normalViewSpace, 0.0); frag.disableLDR2HDR = true; frag.color.a = 1.0; // Base color vec4 textureColor; if (has_texture_diffuse) { textureColor = texture(baseTexture, vs_st); } else { textureColor = vec4(baseColor.rgb, 1.0); } // Mix base color with the projection images vec4 projectionColor = texture(projectionTexture, vs_st); if (projectionColor.a > 0.0) { textureColor.rgb = mix( textureColor.rgb, projectionColor.rgb, projectionFading * projectionColor.a ); } vec3 diffuseAlbedo = textureColor.rgb; if (performShading) { // Could be seperated into ambinet, diffuse and specular and passed in as uniforms const vec3 lightColor = vec3(1.0); const float specularPower = 100.0; // Ambient light vec3 ambientColor = ambientIntensity * lightColor * diffuseAlbedo; // Diffuse light vec3 normal = normalize(vs_normalViewSpace); vec3 lightDirection = directionToSunViewSpace; float diffuseFactor = max(dot(normal, lightDirection), 0.0); vec3 diffuseColor = diffuseIntensity * lightColor * diffuseFactor * diffuseAlbedo; // Specular light vec3 viewDirection = normalize(vs_positionCameraSpace.xyz); vec3 reflectDirection = reflect(lightDirection, normal); float specularFactor = pow(max(dot(viewDirection, reflectDirection), 0.0), specularPower); vec3 specularColor = specularIntensity * lightColor * specularFactor * specularAlbedo; // Total light frag.color.rgb = ambientColor + diffuseColor + specularColor; } else { frag.color.rgb = diffuseAlbedo; } return frag; }