/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014 * * * * 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. * ****************************************************************************************/ uniform vec4 campos; uniform vec4 objpos; uniform vec3 sun_pos; uniform bool _performShading = true; uniform float transparency; uniform int shadows; uniform float time; uniform sampler2D texture1; uniform sampler2D nightTex; in vec2 vs_st; in vec2 vs_nightTex; in vec4 vs_normal; in vec4 vs_position; in vec4 test; #include "PowerScaling/powerScaling_fs.hglsl" #include "fragment.glsl" Fragment getFragment() { vec4 position = vs_position; float depth = pscDepth(position); vec4 diffuse = texture(texture1, vs_st); vec4 diffuse2 = texture(nightTex, vs_st); Fragment frag; if (_performShading) { // directional lighting vec3 origin = vec3(0.0); vec4 spec = vec4(0.0); vec3 n = normalize(vs_normal.xyz); //vec3 e = normalize(camdir); vec3 l_pos = vec3(sun_pos); // sun. vec3 l_dir = normalize(l_pos-objpos.xyz); float intensity = min(max(5*dot(n,l_dir), 0.0), 1); float darkSide = min(max(5*dot(n,-l_dir), 0.0), 1); float shine = 0.0001; vec4 specular = vec4(0.5); vec4 ambient = vec4(0.0,0.0,0.0,transparency); vec4 daytex = max(intensity * diffuse, ambient); vec4 mixtex = mix(diffuse, diffuse2, (1+dot(n,-l_dir))/2); diffuse = (daytex*2 + mixtex)/3; } diffuse[3] = transparency; frag.color = diffuse; frag.depth = depth; return frag; }