/** Copyright (C) 2012-2014 Jonas Strandstedt 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. */ #version 430 core uniform mat4 ViewProjection; uniform mat4 ModelTransform; uniform vec4 gridColor; in vec2 vs_st; //in vec3 vs_stp; in vec4 vs_normal; in vec4 vs_position; #include "ABuffer/abufferStruct.hglsl" #include "ABuffer/abufferAddToBuffer.hglsl" #include "PowerScaling/powerScaling_fs.hglsl" // out vec4 diffuse; void main() { // set the depth //gl_FragDepth = depth; //gl_FragDepth = 0.5; // color // diffuse = texture(texture1, vs_st); //diffuse = vec4(vs_position.z,0.0, 0.0, 1.0); // diffuse = vec4(vs_position.xyz * pow(10, vs_position.w), 1.0); //diffuse = vec4(vs_st, 0.0, 1.0); //diffuse = vec4(1.0,1.0, 0.0, 1.0); //diffuse = vec4(depth*5,0.0, 0.0, 1.0); //diffuse = vec4(vs_position.w,0.0, 0.0, 1.0); vec4 diffuse = vec4(1,0,0,1); if( floor(vs_st[0]) == -2){ diffuse = gridColor*2.f; }else{ diffuse = gridColor; } diffuse = gridColor; vec4 position = vs_position; float depth = pscDepth(position); // gl_FragDepth = depth; //ABufferStruct_t frag = createGeometryFragment(vec4(1,0,0,1), position, depth); ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth); addToBuffer(frag); discard; }