Files
OpenSpace/modules/base/shaders/renderabletrail_fs.glsl
Adam Rohdin 559190d7d7 Some rework for renderableTrailTrajectory (#3742)
Removed feature sweepChunk.
The feature was implemented for version 0.19.0 as an iterative way to calculate renderableTrailTrajectory.
However, due to the function not being active by default, and due multithreading being on the horizon for SPICE2, this code is now removed.

- Removed SweepChunk feature
- Added toggle for Accurate Trail Points (in asset: AccurateTrail)
- Changed min number of accurate points from 0 to 2
- Removed max vertices ceiling
- Fixed issue where number of vertices were not calculated properly
- Fixed point size rendering issue for RenderableTrail
- Changed start/end time for voyager 1 & 2
- Updated description for SampleInterval and TimeStampSubsampleFactor to be more clear
- Moved full sweep pass from update function to new updateBuffer function
- Fixed trail rendering issue when time is exact same as start time of a trail
2025-08-15 09:59:08 +02:00

85 lines
3.8 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2025 *
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* 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 *
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* 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: *
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* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
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* 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 *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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#include "fragment.glsl"
in float vs_positionDepth;
in vec4 vs_gPosition;
in float fade;
noperspective in vec2 mathLine;
uniform vec3 color;
uniform int renderPhase;
uniform float opacity = 1.0;
uniform float lineWidth;
uniform vec4 viewport;
// Fragile! Keep in sync with RenderableTrail::render::RenderPhase
const int RenderPhaseLines = 0;
const int RenderPhasePoints = 1;
const float Delta = 0.25;
Fragment getFragment() {
Fragment frag;
frag.color = vec4(color * fade, fade * opacity);
frag.depth = vs_positionDepth;
frag.blend = BLEND_MODE_ADDITIVE;
if (renderPhase == RenderPhasePoints) {
// Use the length of the vector (dot(circCoord, circCoord)) as factor in the
// smoothstep to gradually decrease the alpha on the edges of the point
vec2 circCoord = 2.0 * gl_PointCoord - 1.0;
//float circleClipping = 1.0 - smoothstep(1.0 - Delta, 1.0, dot(circCoord, circCoord));
float circleClipping = smoothstep(1.0, 1.0 - Delta, dot(circCoord, circCoord));
frag.color.a *= circleClipping;
}
else {
// We can't expect a viewport of the form (0, 0, res.x, res.y) used to convert the
// window coordinates from gl_FragCoord into [0, 1] coordinates, so we need to use
// this more complicated method that is also used in the FXAA and HDR rendering steps
vec2 xy = vec2(gl_FragCoord.xy);
xy -= viewport.xy;
double distanceCenter = length(mathLine - xy);
double dLW = double(lineWidth);
const float blendFactor = 20.0;
if (distanceCenter > dLW) {
frag.color.a = 0.0;
}
else {
frag.color.a *= pow(float((dLW - distanceCenter) / dLW), blendFactor);
}
}
frag.gPosition = vs_gPosition;
// There is no normal here
frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0);
return frag;
}