Files
OpenSpace/modules/fieldlinessequence/shaders/fieldlinessequence_fs.glsl
2024-02-06 15:53:24 +01:00

57 lines
2.6 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2024 *
* *
* 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"
in vec4 vs_color;
in float vs_depth;
uniform bool usingAdditiveBlending;
uniform float opacity;
Fragment getFragment() {
if (vs_color.a == 0) {
discard;
}
vec4 fragColor = vs_color;
Fragment frag;
frag.depth = vs_depth;
frag.color = fragColor;
frag.color.a *= opacity;
// G-Buffer
frag.gPosition = vec4(0.0);//vs_gPosition;
// There is no normal here
// TODO: Add the correct normal if necessary (JCC)
frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0);
if (usingAdditiveBlending) {
frag.blend = BLEND_MODE_ADDITIVE;
}
return frag;
}