/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2016 * * * * 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. * ****************************************************************************************/ // Uniforms uniform float transparency; uniform float fading; uniform bool performShading = true; uniform vec3 directionToSunViewSpace; uniform sampler2D texture1; // Input from the vertex shader in vec2 vs_st; in vec3 vs_normalViewSpace; in vec4 vs_positionCameraSpace; in vec4 vs_positionScreenSpace; #include "PowerScaling/powerScaling_fs.hglsl" #include "fragment.glsl" Fragment getFragment() { vec4 textureSample = texture(texture1, vs_st); vec3 diffuseAlbedo = textureSample.rgb; vec3 specularAlbedo = vec3(1); vec3 color; if (performShading) { // Some of these values could be passed in as uniforms vec3 lightColorAmbient = vec3(1); vec3 lightColor = vec3(1); vec3 n = normalize(vs_normalViewSpace); vec3 l = directionToSunViewSpace; vec3 c = normalize(vs_positionCameraSpace.xyz); vec3 r = reflect(l, n); float ambientIntensity = 0.2; float diffuseIntensity = 1; float specularIntensity = 1; float diffuseCosineFactor = dot(n,l); float specularCosineFactor = dot(c,r); float specularPower = 100; vec3 ambientColor = ambientIntensity * lightColorAmbient * diffuseAlbedo; vec3 diffuseColor = diffuseIntensity * lightColor * diffuseAlbedo * max(diffuseCosineFactor, 0); vec3 specularColor = specularIntensity * lightColor * specularAlbedo * pow(max(specularCosineFactor, 0), specularPower); color = ambientColor + diffuseColor + specularColor; } else { color = diffuseAlbedo; } float alpha = fading * transparency; Fragment frag; frag.color = vec4(color, alpha); frag.depth = vs_positionScreenSpace.w; return frag; }