Files
OpenSpace/modules/space/shaders/fluxnodes_fs.glsl
Alexander Bock 820e90eab4 Happy new year
2025-01-14 16:21:08 +01:00

95 lines
3.5 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2025 *
* *
* 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 "fragment.glsl"
in vec2 vs_st;
in vec4 vs_color;
in float vs_depth;
in float vs_closeToEarth;
uniform bool drawCircles;
uniform bool drawHollow;
uniform bool useGaussian;
uniform bool usingCameraPerspective;
uniform bool usingGaussianPulse;
uniform vec3 cameraPos;
Fragment getFragment() {
vec4 fragColor = vs_color;
if (vs_color.a == 0) {
discard;
}
vec2 pos = vec2(0.5) - vs_st;
float r = length(pos) * 2.0;
float a = atan(pos.y, pos.x);
float f = cos(a * 3.0);
vec3 color = vec3(0.0);
color = vec3(1.0 - smoothstep(f, f, r));
Fragment frag;
frag.depth = vs_depth;
frag.color = fragColor;
vec2 coord = gl_PointCoord - vec2(0.5);
if (drawCircles && length(coord) > 0.5) {
discard;
}
if (drawHollow &&
length(coord) < 0.4 &&
(vs_closeToEarth > 0.5 || distance(cameraPos, vec3(0.0)) < 500000000000.0))
{
if (usingGaussianPulse && usingCameraPerspective && vs_closeToEarth > 0.5) {
if (length(coord) < 0.3) {
const float e = 2.718055;
float y = pow(e, - (pow(length(coord), 2.0)) / (2.0 * pow(0.2, 2.0)));
if (y < 0.05) {
discard;
}
frag.color.a = y;
}
}
else {
discard;
}
}
if (useGaussian) {
float e = 2.718055;
float y = pow(e, - (pow(length(coord), 2.0)) / (2.0 * pow(0.2, 2.0)));
if (y < 0.05) {
discard;
}
frag.color.a = y;
}
frag.gPosition = vec4(1e27, 1e27, 1e27, 1.0);
return frag;
}