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

64 lines
3.0 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 out_position;
uniform float opacity;
uniform float thickness;
uniform vec3 color;
Fragment getFragment() {
// Calculate normal from texture coordinates
vec3 n;
n.xy = gl_PointCoord.st * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
float mag = dot(n.xy, n.xy);
float edgeSmoothing = 1.0;
float w = 0.1; // wdith for smoothing
if (mag > 1.0 - w) {
// Kill pixels outside circle. Do a smoothstep for soft border
float t = (mag - (1.0-w)) / w;
edgeSmoothing = smoothstep(1.0, 0.0, t);
if (edgeSmoothing <= 0.0) {
discard;
}
}
n.z = sqrt(1.0 - mag);
// Calculate lighting
vec3 light_dir = vec3(0.0, 0.0, 1.0);
float diffuse = max(0.0, dot(light_dir, n));
float alpha = min(pow(sqrt(mag), thickness), opacity);
alpha *= edgeSmoothing;
Fragment frag;
frag.color = vec4(color * diffuse, alpha);
frag.depth = 1.0;
return frag;
}