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

88 lines
3.5 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 "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
in vec2 vs_st;
in vec4 vs_position;
uniform sampler2D textures[6];
uniform sampler2D transferFunctions[6];
uniform int numTextures;
uniform int numTransferFunctions;
uniform vec2 backgroundValues;
uniform float transparency;
const vec4 Transparent = vec4(0.0);
Fragment getFragment() {
vec4 position = vs_position;
float depth = pscDepth(position);
vec4 diffuse = Transparent;
float x = backgroundValues.x;
float y = backgroundValues.y;
if (numTextures > 0) {
if ((numTransferFunctions == 1) || (numTextures > numTransferFunctions)) {
float v = 0.0;
for (int i = 0; i < numTextures; i++) {
v += texture(textures[i], vs_st).r;
}
v /= numTextures;
vec4 color = texture(transferFunctions[0], vec2(v, 0.0));
if ((v < (x + y)) && v > (x - y)) {
diffuse = Transparent;
}
else {
diffuse = texture(transferFunctions[0], vec2(v, 0.0));
}
}
else {
float v = 0.0;
for (int i = 0; i < numTextures; i++) {
v = texture(textures[i], vs_st).r;
vec4 color = texture(transferFunctions[i], vec2(v, 0.0));
if ((v < (x + y)) && v > (x - y)) {
color = Transparent;
}
diffuse += color;
}
}
}
if (diffuse.a <= backgroundValues.y) {
discard;
}
Fragment frag;
frag.color = diffuse * vec4(1.0, 1.0, 1.0, transparency);
frag.depth = depth;
return frag;
}