/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014 * * * * 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 __CONTEXT__ 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(0.4,0.4,0.4,1); /*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); }