mirror of
https://github.com/OpenSpace/OpenSpace.git
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95 lines
3.5 KiB
GLSL
95 lines
3.5 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2025 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include "fragment.glsl"
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in vec2 vs_st;
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in vec4 vs_color;
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in float vs_depth;
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in float vs_closeToEarth;
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uniform bool drawCircles;
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uniform bool drawHollow;
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uniform bool useGaussian;
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uniform bool usingCameraPerspective;
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uniform bool usingGaussianPulse;
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uniform vec3 cameraPos;
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Fragment getFragment() {
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vec4 fragColor = vs_color;
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if (vs_color.a == 0) {
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discard;
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}
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vec2 pos = vec2(0.5) - vs_st;
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float r = length(pos) * 2.0;
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float a = atan(pos.y, pos.x);
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float f = cos(a * 3.0);
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vec3 color = vec3(0.0);
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color = vec3(1.0 - smoothstep(f, f, r));
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Fragment frag;
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frag.depth = vs_depth;
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frag.color = fragColor;
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vec2 coord = gl_PointCoord - vec2(0.5);
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if (drawCircles && length(coord) > 0.5) {
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discard;
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}
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if (drawHollow &&
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length(coord) < 0.4 &&
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(vs_closeToEarth > 0.5 || distance(cameraPos, vec3(0.0)) < 500000000000.0))
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{
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if (usingGaussianPulse && usingCameraPerspective && vs_closeToEarth > 0.5) {
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if (length(coord) < 0.3) {
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const float e = 2.718055;
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float y = pow(e, - (pow(length(coord), 2.0)) / (2.0 * pow(0.2, 2.0)));
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if (y < 0.05) {
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discard;
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}
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frag.color.a = y;
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}
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}
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else {
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discard;
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}
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}
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if (useGaussian) {
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float e = 2.718055;
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float y = pow(e, - (pow(length(coord), 2.0)) / (2.0 * pow(0.2, 2.0)));
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if (y < 0.05) {
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discard;
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}
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frag.color.a = y;
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}
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frag.gPosition = vec4(1e27, 1e27, 1e27, 1.0);
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return frag;
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}
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