Files
OpenSpace/modules/base/shaders/renderabletrail_fs.glsl
Adam Rohdin 392a521423 Fix for a lot of trail related stuff (#3193)
Fixes following issues: #625 , #1067 , #1212 , #1472 , #2072 , #2235, #2964
- Trails in `renderableTrailTrajectory` now goes through the spacecraft when using `AccurateTrailPositions`.
- Trail fading controls have been improved for classes using the `renderableTrail` class.
-  `renderableOrbitalKepler` (asteroids/satellites) can now be rendered as both trails and points (or both at once). Solution implements similar functionality/controls as `renderablePointCloud`.
- Default setting for SweepChunking has been changed from `true` to `false` (iterative calculations of `renderableTrailTrajectory`).
- Some fixes related to missing points or off-by-one errors related to trail rendering
2024-04-19 16:51:17 +02:00

84 lines
3.7 KiB
GLSL

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#include "fragment.glsl"
in float vs_positionDepth;
in vec4 vs_gPosition;
in float fade;
noperspective in vec2 mathLine;
uniform vec3 color;
uniform int renderPhase;
uniform float opacity = 1.0;
uniform float lineWidth;
uniform vec4 viewport;
// Fragile! Keep in sync with RenderableTrail::render::RenderPhase
const int RenderPhaseLines = 0;
const int RenderPhasePoints = 1;
const float Delta = 0.25;
Fragment getFragment() {
Fragment frag;
frag.color = vec4(color * fade, fade * opacity);
frag.depth = vs_positionDepth;
frag.blend = BLEND_MODE_ADDITIVE;
if (renderPhase == RenderPhasePoints) {
// Use the length of the vector (dot(circCoord, circCoord)) as factor in the
// smoothstep to gradually decrease the alpha on the edges of the point
vec2 circCoord = 2.0 * gl_PointCoord - 1.0;
//float circleClipping = 1.0 - smoothstep(1.0 - Delta, 1.0, dot(circCoord, circCoord));
float circleClipping = smoothstep(1.0, 1.0 - Delta, dot(circCoord, circCoord));
frag.color.a *= circleClipping;
}
// We can't expect a viewport of the form (0, 0, res.x, res.y) used to convert the
// window coordinates from gl_FragCoord into [0, 1] coordinates, so we need to use
// this more complicated method that is also used in the FXAA and HDR rendering steps
vec2 xy = vec2(gl_FragCoord.xy);
xy -= viewport.xy;
double distanceCenter = length(mathLine - xy);
double dLW = double(lineWidth);
const float blendFactor = 20.0;
if (distanceCenter > dLW) {
frag.color.a = 0.0;
}
else {
frag.color.a *= pow(float((dLW - distanceCenter) / dLW), blendFactor);
}
frag.gPosition = vs_gPosition;
// There is no normal here
frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0);
return frag;
}