Files
OpenSpace/modules/base/shaders/modelOpacity_fs.glsl
2023-03-22 13:37:30 +01:00

65 lines
3.3 KiB
GLSL

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