/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2018 * * * * 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" in vec4 vs_color; in float vs_depth; uniform bool usingAdditiveBlending; Fragment getFragment() { if (vs_color.a == 0) { discard; } vec4 fragColor = vs_color; Fragment frag; frag.depth = vs_depth; frag.color = fragColor; // G-Buffer frag.gPosition = vec4(0.0);//vs_gPosition; // There is no normal here // TODO: Add the correct normal if necessary (JCC) frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0); if (usingAdditiveBlending) { frag.blend = BLEND_MODE_ADDITIVE; } return frag; }