/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2019 * * * * 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. * ****************************************************************************************/ #include "fragment.glsl" #include "PowerScaling/powerScaling_fs.hglsl" in vec2 vs_st; in vec4 vs_normal; in vec4 vs_position; in vec4 vs_gPosition; in vec3 vs_gNormal; uniform vec4 objpos; uniform vec3 sun_pos; uniform bool _performShading = true; uniform float transparency; uniform sampler2D texture1; Fragment getFragment() { vec4 diffuse = texture(texture1, vs_st); Fragment frag; if (_performShading) { vec4 ambient = vec4(0.0,0.0,0.0,transparency); vec3 n = normalize(vs_normal.xyz); vec3 l_pos = vec3(sun_pos); // sun vec3 l_dir = normalize(l_pos - objpos.xyz); float intensity = min(max(5.0 * dot(n, l_dir), 0.0), 1.0); diffuse = max(intensity * diffuse, ambient); } frag.color = vec4(diffuse.rgb, transparency); frag.depth = vs_position.w; frag.gPosition = vs_gPosition; frag.gNormal = vec4(vs_gNormal, 1.0); return frag; }