/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2019 * * * * 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" in vec4 vs_positionScreenSpace; in vec4 vs_normal; in vec2 vs_st; uniform sampler2D baseTexture; uniform sampler2D projectionTexture; uniform bool _meridianShift; uniform float _ambientBrightness; uniform float _projectionFading; uniform bool _hasBaseMap; uniform vec4 objpos; uniform vec3 sun_pos; Fragment getFragment() { vec2 st = vs_st; if (_meridianShift) { st.s += 0.5; } vec3 n = normalize(vs_normal.xyz); vec3 l_pos = sun_pos; // sun vec3 l_dir = normalize(l_pos - objpos.xyz); float intensity = min(max(5 * dot(n,l_dir), _ambientBrightness), 1); // float shine = 0.0001; vec4 ambient = vec4(0.0, 0.0, 0.0, 1.0); vec4 textureColor = vec4(0.2, 0.2, 0.2, 1.0); if (_hasBaseMap) { textureColor = texture(baseTexture, st); } vec4 projectionColor = texture(projectionTexture, vs_st); if (projectionColor.a != 0.0) { textureColor.rgb = mix( textureColor.rgb, projectionColor.rgb, min(_projectionFading, projectionColor.a) ); } Fragment frag; frag.color = max(intensity * textureColor, ambient); frag.depth = vs_positionScreenSpace.w; return frag; }