/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2023 * * * * 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" #define NSSamplesMinusOne #{nShadowSamples} #define NSSamples (NSSamplesMinusOne + 1) in vec2 vs_st; in float vs_screenSpaceDepth; in vec4 shadowCoords; uniform sampler2DShadow shadowMapTexture; uniform sampler1D ringTexture; uniform vec2 textureOffset; uniform float colorFilterValue; uniform vec3 sunPosition; uniform float nightFactor; uniform float zFightingPercentage; uniform float opacity; Fragment getFragment() { // Moving the origin to the center vec2 st = (vs_st - vec2(0.5)) * 2.0; // The length of the texture coordinates vector is our distance from the center float radius = length(st); // We only want to consider ring-like objects so we need to discard everything else if (radius > 1.0) { discard; } // Remapping the texture coordinates // Radius \in [0,1], texCoord \in [textureOffset.x, textureOffset.y] // textureOffset.x -> 0 // textureOffset.y -> 1 float texCoord = (radius - textureOffset.x) / (textureOffset.y - textureOffset.x); if (texCoord < 0.0 || texCoord > 1.0) { discard; } vec4 diffuse = texture(ringTexture, texCoord); // divided by 3 as length of vec3(1.0, 1.0, 1.0) will return 3 and we want // to normalize the alpha value to [0,1] float colorValue = length(diffuse.rgb) / 3.0; if (colorValue < colorFilterValue) { diffuse.a = colorValue * colorFilterValue; if (diffuse.a < 0.65) { discard; } } // shadow == 1.0 means it is not in shadow float shadow = 1.0; if (shadowCoords.z >= 0) { vec4 normalizedShadowCoords = shadowCoords; normalizedShadowCoords.z = normalizeFloat(zFightingPercentage * normalizedShadowCoords.w); normalizedShadowCoords.xy = normalizedShadowCoords.xy / normalizedShadowCoords.w; normalizedShadowCoords.w = 1.0; float sum = 0; #for i in 0..#{nShadowSamples} sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, -NSSamples + #{i})); sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, 0)); sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, NSSamples - #{i})); sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0, -NSSamples + #{i})); sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0, NSSamples - #{i})); sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, -NSSamples + #{i})); sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, 0)); sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, NSSamples - #{i})); #endfor sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(0, 0)); shadow = clamp(sum / (8.0 * NSSamples + 1.0), 0.35, 1.0); } // The normal for the one plane depends on whether we are dealing // with a front facing or back facing fragment // The plane is oriented on the xz plane // WARNING: This might not be the case for Uranus vec3 normal = gl_FrontFacing ? vec3(-1.0, 0.0, 0.0) : vec3(1.0, 0.0, 0.0); // Reduce the color of the fragment by the user factor // if we are facing away from the Sun if (dot(sunPosition, normal) < 0.0) { diffuse.xyz *= _nightFactor; } Fragment frag; frag.color = diffuse * shadow; frag.color.a *= opacity; frag.depth = vs_screenSpaceDepth; frag.gPosition = vec4(1e30, 1e30, 1e30, 1.0); frag.gNormal = vec4(normal, 1.0); return frag; }