/***************************************************************************************** * * * 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" // keep in sync with renderablestars.h:ColorOption enum const int COLOROPTION_COLOR = 0; const int COLOROPTION_VELOCITY = 1; const int COLOROPTION_SPEED = 2; uniform sampler2D psfTexture; uniform sampler1D colorTexture; uniform float minBillboardSize; uniform float alphaValue; uniform int colorOption; in vec4 vs_position; in vec4 ge_gPosition; in vec3 ge_brightness; in vec3 ge_velocity; in float ge_speed; in vec2 texCoord; in float billboardSize; #include "fragment.glsl" //#include "PowerScaling/powerScaling_fs.hglsl" uniform vec2 magnitudeClamp; vec4 bv2rgb(float bv) { // BV is [-0.4,2.0] float t = (bv + 0.4) / (2.0 + 0.4); return texture(colorTexture, t); } Fragment getFragment() { // Something in the color calculations need to be changed because before it was dependent // on the gl blend functions since the abuffer was not involved vec4 color = vec4(0.0); switch (colorOption) { case COLOROPTION_COLOR: color = bv2rgb(ge_brightness.x); break; case COLOROPTION_VELOCITY: color = vec4(abs(ge_velocity), 0.5); break; case COLOROPTION_SPEED: // @TODO Include a transfer function here ---abock color = vec4(vec3(ge_speed), 0.5); break; } vec4 textureColor = texture(psfTexture, texCoord); vec4 fullColor = vec4(color.rgb, textureColor.a); fullColor.a *= alphaValue; vec4 position = vs_position; // This has to be fixed when the scale graph is in place ---emiax position.w = 15; Fragment frag; frag.color = fullColor; frag.depth = pscDepth(position); // G-Buffer frag.gPosition = ge_gPosition; // There is no normal here frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0); if (fullColor.a == 0) { discard; } return frag; }