/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2020 * * * * 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__ in vec4 vs_position; in vec4 vs_ndc; in vec4 vs_normal; layout (location = 0) out vec4 color; // Even though the stencil texture is only a single channel, we still need to // output a vec4, or the result will disappear layout (location = 1) out vec4 stencil; uniform sampler2D projectionTexture; uniform sampler2D depthTexture; uniform bool needShadowMap; uniform mat4 ModelTransform; uniform vec3 boresight; uniform vec4 debugColor; bool inRange(float x, float a, float b) { return (x >= a && x <= b); } void main() { vec3 n = normalize(vs_normal.xyz); vec4 projected = vs_ndc; vec2 uv = vec2(0.5) * projected.xy + vec2(0.5); if (needShadowMap) { float thisDepth = projected.z * 0.5 + 0.5; float closestDepth = texture(depthTexture, uv).r; const float epsilon = 0.001; if (inRange(uv.x, 0.0, 1.0) && inRange(uv.y, 0.0, 1.0) && dot(n, boresight) < 0 && thisDepth <= closestDepth + epsilon) { // color = texture(projectionTexture, projected.xy); color = texture(projectionTexture, vec2(1.0) - uv); color.a = 1.0; stencil = vec4(1.0); } else { discard; // color = vec4(vec3(0.0), 0.0); // stencil = vec4(0.0); } } else { if (inRange(uv.x, 0.0, 1.0) && inRange(uv.y, 0.0, 1.0) && dot(n, boresight) < 0) { // color = texture(projectionTexture, projected.xy); color = texture(projectionTexture, vec2(1.0) - uv); color.a = 1.0; stencil = vec4(1.0); } else { discard; // color = vec4(0.0); // stencil = vec4(0.0); } } }