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https://github.com/OpenSpace/OpenSpace.git
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64 lines
3.0 KiB
GLSL
64 lines
3.0 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2024 *
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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 "PowerScaling/powerScaling_fs.hglsl"
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#include "fragment.glsl"
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in vec2 out_position;
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uniform float opacity;
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uniform float thickness;
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uniform vec3 color;
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Fragment getFragment() {
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// Calculate normal from texture coordinates
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vec3 n;
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n.xy = gl_PointCoord.st * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
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float mag = dot(n.xy, n.xy);
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float edgeSmoothing = 1.0;
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float w = 0.1; // wdith for smoothing
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if (mag > 1.0 - w) {
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// Kill pixels outside circle. Do a smoothstep for soft border
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float t = (mag - (1.0-w)) / w;
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edgeSmoothing = smoothstep(1.0, 0.0, t);
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if (edgeSmoothing <= 0.0) {
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discard;
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}
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}
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n.z = sqrt(1.0 - mag);
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// Calculate lighting
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vec3 light_dir = vec3(0.0, 0.0, 1.0);
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float diffuse = max(0.0, dot(light_dir, n));
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float alpha = min(pow(sqrt(mag), thickness), opacity);
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alpha *= edgeSmoothing;
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Fragment frag;
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frag.color = vec4(color * diffuse, alpha);
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frag.depth = 1.0;
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return frag;
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}
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