/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2016 * * * * 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. * ****************************************************************************************/ uniform float time; uniform sampler2D texture1; in vec2 vs_st; in vec4 vs_position; #include "PowerScaling/powerScaling_fs.hglsl" #include "fragment.glsl" Fragment getFragment() { vec4 position = vs_position; float depth = pscDepth(position); vec4 diffuse; if(gl_FrontFacing) diffuse = texture(texture1, vs_st); else diffuse = texture(texture1, vec2(1-vs_st.s,vs_st.t)); //vec4 diffuse = vec4(1,vs_st,1); //vec4 diffuse = vec4(1,0,0,1); // if(position.w > 9.0) { // diffuse = vec4(1,0,0,1); // } if (diffuse.a == 0.0) discard; Fragment frag; frag.color = diffuse; frag.depth = depth; return frag; }