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

77 lines
3.3 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. *
****************************************************************************************/
#version __CONTEXT__
in vec4 vs_ndc;
in vec4 vs_normal;
layout (location = 0) out vec4 color;
// Even though the stencil texture is only a single channel, we still need to
// output a vec4, or the result will disappear
layout (location = 1) out vec4 stencil;
uniform sampler2D projectionTexture;
uniform sampler2D depthTexture;
uniform bool needShadowMap;
uniform vec3 boresight;
bool inRange(float x, float a, float b) {
return (x >= a && x <= b);
}
void main() {
vec3 n = normalize(vs_normal.xyz);
vec2 uv = vec2(0.5) * vs_ndc.xy + vec2(0.5);
if (needShadowMap) {
float thisDepth = vs_ndc.z * 0.5 + 0.5;
float closestDepth = texture(depthTexture, uv).r;
const float epsilon = 0.001;
if (inRange(uv.x, 0.0, 1.0) && inRange(uv.y, 0.0, 1.0) &&
dot(n, boresight) < 0 && thisDepth <= closestDepth + epsilon)
{
color = texture(projectionTexture, vec2(1.0) - uv);
color.a = 1.0;
stencil = vec4(1.0);
}
else {
discard;
}
}
else {
if (inRange(uv.x, 0.0, 1.0) && inRange(uv.y, 0.0, 1.0) && dot(n, boresight) < 0) {
color = texture(projectionTexture, vec2(1.0) - uv);
color.a = 1.0;
stencil = vec4(1.0);
}
else {
discard;
}
}
}