mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-08 12:39:49 -06:00
77 lines
3.3 KiB
GLSL
77 lines
3.3 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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#version __CONTEXT__
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in vec4 vs_ndc;
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in vec4 vs_normal;
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layout (location = 0) out vec4 color;
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// Even though the stencil texture is only a single channel, we still need to
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// output a vec4, or the result will disappear
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layout (location = 1) out vec4 stencil;
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uniform sampler2D projectionTexture;
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uniform sampler2D depthTexture;
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uniform bool needShadowMap;
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uniform vec3 boresight;
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bool inRange(float x, float a, float b) {
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return (x >= a && x <= b);
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}
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void main() {
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vec3 n = normalize(vs_normal.xyz);
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vec2 uv = vec2(0.5) * vs_ndc.xy + vec2(0.5);
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if (needShadowMap) {
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float thisDepth = vs_ndc.z * 0.5 + 0.5;
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float closestDepth = texture(depthTexture, uv).r;
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const float epsilon = 0.001;
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if (inRange(uv.x, 0.0, 1.0) && inRange(uv.y, 0.0, 1.0) &&
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dot(n, boresight) < 0 && thisDepth <= closestDepth + epsilon)
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{
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color = texture(projectionTexture, vec2(1.0) - uv);
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color.a = 1.0;
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stencil = vec4(1.0);
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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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else {
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if (inRange(uv.x, 0.0, 1.0) && inRange(uv.y, 0.0, 1.0) && dot(n, boresight) < 0) {
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color = texture(projectionTexture, vec2(1.0) - uv);
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color.a = 1.0;
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stencil = vec4(1.0);
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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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}
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