/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2021 * * * * 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 float vs_positionDepth; in vec4 vs_gPosition; in float fade; noperspective in vec2 mathLine; uniform vec3 color; uniform int renderPhase; uniform float opacity = 1.0; uniform float lineWidth; // Fragile! Keep in sync with RenderableTrail::render::RenderPhase #define RenderPhaseLines 0 #define RenderPhasePoints 1 #define Delta 0.25 Fragment getFragment() { Fragment frag; frag.color = vec4(color * fade, fade * opacity); frag.depth = vs_positionDepth; frag.blend = BLEND_MODE_ADDITIVE; if (renderPhase == RenderPhasePoints) { // Use the length of the vector (dot(circCoord, circCoord)) as factor in the // smoothstep to gradually decrease the alpha on the edges of the point vec2 circCoord = 2.0 * gl_PointCoord - 1.0; //float circleClipping = 1.0 - smoothstep(1.0 - Delta, 1.0, dot(circCoord, circCoord)); float circleClipping = smoothstep(1.0, 1.0 - Delta, dot(circCoord, circCoord)); float transparencyCorrection = frag.color.a * circleClipping; if (transparencyCorrection < 0.9) { discard; } frag.color.a = transparencyCorrection; } double distanceCenter = length(mathLine - vec2(gl_FragCoord.xy)); double dLW = double(lineWidth); float blendFactor = 20; if (distanceCenter > dLW) { frag.color.a = 0.0; //discard; } else { frag.color.a *= pow(float((dLW - distanceCenter) / dLW), blendFactor); // if (frag.color.a < 0.4) // discard; } frag.gPosition = vs_gPosition; // There is no normal here frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0); return frag; }