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65 lines
3.3 KiB
GLSL
65 lines
3.3 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2022 *
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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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#include "floatoperations.glsl"
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in vec2 vs_st;
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uniform float opacity = 1.0;
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uniform sampler2D colorTexture;
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uniform sampler2D depthTexture;
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uniform ivec4 viewport;
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uniform vec2 resolution;
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Fragment getFragment() {
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Fragment frag;
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// Modify the texCoord based on the Viewport and Resolution. This modification is
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// necessary in case of side-by-side stereo as we only want to access the part of the
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// feeding texture that we are currently responsible for. Otherwise we would map the
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// entire feeding texture into our half of the result texture, leading to a doubling of
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// the "missing" half. If you don't believe me, load a configuration file with the
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// side_by_side stereo mode enabled, disable FXAA, and remove this modification.
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// The same calculation is done in the HDR resolving shader
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vec2 st = vs_st;
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st.x = st.x / (resolution.x / viewport[2]) + (viewport[0] / resolution.x);
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st.y = st.y / (resolution.y / viewport[3]) + (viewport[1] / resolution.y);
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vec4 textureColor = texture(colorTexture, st);
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if (textureColor.a == 0.0 || opacity == 0.0) {
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discard;
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}
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frag.color.rgb = textureColor.rgb;
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frag.color.a = opacity * textureColor.a;
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frag.depth = denormalizeFloat(texture(depthTexture, vs_st).x);
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frag.disableLDR2HDR = true;
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return frag;
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}
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