Files
OpenSpace/modules/globebrowsing/shaders/rings_fs.glsl
2025-08-27 13:19:59 +02:00

115 lines
4.6 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2025 *
* *
* 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 *
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****************************************************************************************/
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
#include "ellipsoid.glsl"
#define NSSamplesMinusOne #{nShadowSamples}
#define NSSamples (NSSamplesMinusOne + 1)
in vec2 vs_st;
in float vs_screenSpaceDepth;
in vec4 shadowCoords;
in vec3 vs_normal;
in vec3 posObj;
uniform sampler1D ringTexture;
uniform vec2 textureOffset;
uniform float colorFilterValue;
uniform vec3 sunPosition;
uniform vec3 sunPositionObj;
uniform float nightFactor;
uniform float zFightingPercentage;
uniform float opacity;
uniform vec3 ellipsoidRadii;
Fragment getFragment() {
// Moving the origin to the center
vec2 st = (vs_st - vec2(0.5)) * 2.0;
// The length of the texture coordinates vector is our distance from the center
float radius = length(st);
// We only want to consider ring-like objects so we need to discard everything else
if (radius > 1.0) {
discard;
}
// Remapping the texture coordinates
// Radius \in [0,1], texCoord \in [textureOffset.x, textureOffset.y]
// textureOffset.x -> 0
// textureOffset.y -> 1
float texCoord = (radius - textureOffset.x) / (textureOffset.y - textureOffset.x);
if (texCoord < 0.0 || texCoord > 1.0) {
discard;
}
vec4 diffuse = texture(ringTexture, texCoord);
// divided by 3 as length of vec3(1.0, 1.0, 1.0) will return 3 and we want
// to normalize the alpha value to [0,1]
float colorValue = length(diffuse.rgb) / 3.0;
if (colorValue < colorFilterValue) {
diffuse.a = colorValue * colorFilterValue;
if (diffuse.a < 0.65) {
discard;
}
}
// Check if ray from fragment to sun intersects the ellipsoid (globe)
// This creates more accurate shadowing for rings
bool intersectsGlobe = rayIntersectsEllipsoid(
posObj,
sunPositionObj,
vec3(0.0),
ellipsoidRadii
);
// shadow == 1.0 means it is not in shadow
float shadow = intersectsGlobe ? 0.05 : 1.0;
// The normal for the one plane depends on whether we are dealing
// with a front facing or back facing fragment
// The plane is oriented on the xz plane
// WARNING: This might not be the case for Uranus
vec3 normal = gl_FrontFacing ? vec3(-1.0, 0.0, 0.0) : vec3(1.0, 0.0, 0.0);
// Reduce the color of the fragment by the user factor
// if we are facing away from the Sun
if (dot(sunPosition, normal) < 0.0) {
diffuse.xyz *= _nightFactor;
}
Fragment frag;
frag.color = diffuse * shadow;
frag.color.a *= opacity;
frag.depth = vs_screenSpaceDepth;
frag.gPosition = vec4(1e30, 1e30, 1e30, 1.0);
frag.gNormal = vec4(normal, 1.0);
return frag;
}