/***************************************************************************************** * * * 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__ uniform sampler2D exitColorTexture; uniform sampler2D exitDepthTexture; uniform sampler2D mainDepthTexture; uniform vec3 cameraPosInRaycaster; uniform vec2 windowSize; uniform int rayCastSteps; #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 #include <#{getEntryPath}> void main() { vec2 texCoord = vec2(gl_FragCoord.xy / windowSize); // Boundary position in view space vec4 exitColorTexture = texture(exitColorTexture, texCoord); // If we don't have an exit, discard the ray if (exitColorTexture.a < 1.f || exitColorTexture.rgb == vec3(0.f)) { discard; } // Fetch exit point from texture vec3 exitPos = exitColorTexture.rgb; float exitDepth = denormalizeFloat(texture(exitDepthTexture, texCoord).x); float jitterFactor = 0.5f + 0.5f * rand(gl_FragCoord.xy); // should be between 0.5 and 1.0 vec3 entryPos; float entryDepth; getEntry(entryPos, entryDepth); // If we don't have an entry, discard the ray if (entryPos == vec3(0.f)) { discard; } vec3 position = entryPos; vec3 diff = exitPos - entryPos; vec3 direction = normalize(diff); float raycastDepth = length(diff); float geoDepth = denormalizeFloat((texture(mainDepthTexture, texCoord).x)); float geoRatio = clamp((geoDepth - entryDepth) / (exitDepth - entryDepth), 0.f, 1.f); raycastDepth = geoRatio * raycastDepth; float currentDepth = 0.f; float nextStepSize = stepSize#{id}(position, direction); float currentStepSize; float previousJitterDistance = 0.f; int nSteps = 0; int sampleIndex = 0; float opacityDecay = 1.f; vec3 accumulatedColor = vec3(0.f); vec3 accumulatedAlpha = vec3(0.f); for (nSteps = 0; (accumulatedAlpha.r < ALPHA_LIMIT || accumulatedAlpha.g < ALPHA_LIMIT || accumulatedAlpha.b < ALPHA_LIMIT) && nSteps < rayCastSteps; ++nSteps) { if (nextStepSize < raycastDepth / 10000000000.f) { 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 = jitteredStepSize + previousJitterDistance; previousJitterDistance = currentStepSize - jitteredStepSize; float maxStepSize = raycastDepth - currentDepth; nextStepSize = min(nextStepSize, maxStepSize); } finalColor = vec4(accumulatedColor, (accumulatedAlpha.r + accumulatedAlpha.g + accumulatedAlpha.b) / 3.f); finalColor.rgb /= finalColor.a ; gl_FragDepth = normalizeFloat(entryDepth); }