/***************************************************************************************** * * * 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" #include "PowerScaling/powerScaling_fs.hglsl" in vec2 vs_st; in vec4 vs_position; in vec4 vs_gPosition; uniform float time; uniform sampler2D texture1; uniform float opacity; Fragment getFragment() { vec4 position = vs_position; vec2 texCoord = vs_st; // Why is this here? ---abock texCoord.s = 1 - texCoord.s; texCoord.t = 1 - texCoord.y; Fragment frag; frag.color = texture(texture1, texCoord) * vec4(1.0, 1.0, 1.0, opacity); frag.depth = pscDepth(position); // G-Buffer frag.gPosition = vs_gPosition; // There is no normal here // TODO: Add the correct normal (JCC) frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0); return frag; }