/***************************************************************************************** * * * 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 "PowerScaling/powerScaling_fs.hglsl" #include "fragment.glsl" in vec2 out_position; uniform float radius; uniform float transparency; uniform float thickness; uniform vec3 color; Fragment getFragment() { // calculate normal from texture coordinates vec3 n; n.xy = gl_PointCoord.st * vec2(2.0, -2.0) + vec2(-1.0, 1.0); float mag = dot(n.xy, n.xy); if (mag > 1.0) { // kill pixels outside circle discard; } n.z = sqrt(1.0 - mag); // calculate lighting vec3 light_dir = vec3(0.0, 0.0, 1.0); float diffuse = max(0.0, dot(light_dir, n)); float alpha = min(pow(sqrt(mag), thickness), transparency); Fragment frag; frag.color = vec4(color * diffuse, alpha); frag.depth = 1.0; return frag; }