/***************************************************************************************** * * * 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 430 uniform vec4 campos; uniform vec4 objpos; //uniform vec3 camdir; // add this for specular uniform float time; uniform sampler2D texture1; uniform sampler2D texture2; in vec2 vs_st; in vec4 vs_normal; in vec4 vs_position; in vec4 ProjTexCoord; uniform vec3 boresight; #include "ABuffer/abufferStruct.hglsl" #include "ABuffer/abufferAddToBuffer.hglsl" #include "PowerScaling/powerScaling_fs.hglsl" //#include "PowerScaling/powerScaling_vs.hglsl" void main() { vec4 position = vs_position; float depth = pscDepth(position); vec4 diffuse = texture(texture1, vs_st); // directional lighting vec3 origin = vec3(0.0); vec4 spec = vec4(0.0); vec3 n = normalize(vs_normal.xyz); //vec3 e = normalize(camdir); vec3 l_pos = vec3(0.0); // sun. vec3 l_dir = normalize(l_pos-objpos.xyz); float terminatorBright = 0.8; float intensity = min(max(5*dot(n,l_dir), terminatorBright), 1); float shine = 0.0001; vec4 specular = vec4(0.1); vec4 ambient = vec4(0.f,0.f,0.f,1); /* Specular if(intensity > 0.f){ // halfway vector vec3 h = normalize(l_dir + e); // specular factor float intSpec = max(dot(h,n),0.0); spec = specular * pow(intSpec, shine); } */ //diffuse = max(intensity * diffuse, ambient); // PROJECTIVE TEXTURE vec4 projTexColor = textureProj(texture2, ProjTexCoord); vec4 shaded = max(intensity * diffuse, ambient); if (ProjTexCoord[0] > 0.0 || ProjTexCoord[1] > 0.0 || ProjTexCoord[0] < ProjTexCoord[2] || ProjTexCoord[1] < ProjTexCoord[2]){ diffuse = shaded; }else if(dot(n,boresight) < 0 && (projTexColor.w != 0)){// frontfacing diffuse = projTexColor;//*0.5f + 0.5f*shaded; }else{ diffuse = shaded; } ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth); addToBuffer(frag); discard; }