/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014 - 2017 * * * * 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. * ****************************************************************************************/ #version __CONTEXT__ uniform sampler2D exitColorTexture; uniform sampler2D exitDepthTexture; uniform sampler2DMS mainDepthTexture; uniform bool insideRaycaster; uniform vec3 cameraPosInRaycaster; uniform vec2 windowSize; #include "blending.glsl" #include "rand.glsl" #include "floatoperations.glsl" #for id, helperPath in helperPaths #include <#{helperPath}> #endfor #include <#{raycastPath}> out vec4 finalColor; #define ALPHA_LIMIT 0.99 #define RAYCAST_MAX_STEPS 1000 #define MAX_AA_SAMPLES 8 uniform int nAaSamples; #include <#{getEntryPath}> void main() { vec2 texCoord = vec2(gl_FragCoord.xy / windowSize); vec4 exitColorTexture = texture(exitColorTexture, texCoord); if (exitColorTexture.a < 1.0) { discard; } // fetch exit point from texture vec3 exitPos = exitColorTexture.rgb; float exitDepth = denormalizeFloat(texture(exitDepthTexture, texCoord).x); float jitterFactor = 0.5 + 0.5 * rand(gl_FragCoord.xy); // should be between 0.5 and 1.0 vec3 entryPos; float entryDepth; getEntry(entryPos, entryDepth); vec3 position = entryPos; vec3 diff = exitPos - entryPos; vec3 direction = normalize(diff); float raycastDepth = length(diff); float raycastDepths[MAX_AA_SAMPLES]; int i, j; float tmp; for (i = 0; i < nAaSamples; i++) { float geoDepth = denormalizeFloat(texelFetch(mainDepthTexture, ivec2(gl_FragCoord), i).x); float geoRatio = clamp((geoDepth - entryDepth) / (exitDepth - entryDepth), 0.0, 1.0); raycastDepths[i] = geoRatio * raycastDepth; } for(i = 1; i < nAaSamples; ++i) { tmp = raycastDepths[i]; for(j = i; j > 0 && tmp < raycastDepths[j - 1]; --j) { raycastDepths[j] = raycastDepths[j-1]; } raycastDepths[j] = tmp; } float currentDepth = 0.0; // todo: shorten depth if geometry is intersecting! float nextStepSize = stepSize#{id}(position, direction); float currentStepSize; float previousJitterDistance = 0.0; int steps = 0; float aaOpacity = 1.0; int sampleIndex = 0; float opacityDecay = 1.0 / nAaSamples; vec3 accumulatedColor = vec3(0.0); vec3 accumulatedAlpha = vec3(0.0); for (steps = 0; (accumulatedAlpha.r < ALPHA_LIMIT || accumulatedAlpha.g < ALPHA_LIMIT || accumulatedAlpha.b < ALPHA_LIMIT) && steps < RAYCAST_MAX_STEPS; ++steps) { while (sampleIndex < nAaSamples && currentDepth + nextStepSize * jitterFactor > raycastDepths[sampleIndex]) { sampleIndex++; aaOpacity -= opacityDecay; } bool shortStepSize = nextStepSize < raycastDepth / 10000000000.0; if (sampleIndex >= nAaSamples || shortStepSize) { break; } currentStepSize = nextStepSize; currentDepth += currentStepSize; float jitteredStepSize = currentStepSize * jitterFactor; vec3 jitteredPosition = position + direction*jitteredStepSize; position += direction * currentStepSize; sample#{id}(jitteredPosition, direction, accumulatedColor, accumulatedAlpha, nextStepSize); float sampleDistance = aaOpacity * (jitteredStepSize + previousJitterDistance); //blendStep(finalColor, raycasterContribution, sampleDistance); //finalColor previousJitterDistance = currentStepSize - jitteredStepSize; float maxStepSize = raycastDepths[nAaSamples - 1] - currentDepth; nextStepSize = min(nextStepSize, maxStepSize); } finalColor = vec4(accumulatedColor, (accumulatedAlpha.r + accumulatedAlpha.g + accumulatedAlpha.b) / 3); finalColor.rgb /= finalColor.a; gl_FragDepth = normalizeFloat(entryDepth); }