mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-06 11:39:49 -06:00
50 lines
3.1 KiB
GLSL
50 lines
3.1 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 *
|
|
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
|
|
****************************************************************************************/
|
|
|
|
#version __CONTEXT__
|
|
|
|
in vec2 texCoord;
|
|
layout (location = 0) out vec4 finalColor;
|
|
|
|
uniform sampler2D downscaledRenderedVolume;
|
|
uniform sampler2D downscaledRenderedVolumeDepth;
|
|
uniform vec4 viewport;
|
|
uniform vec2 resolution;
|
|
|
|
void main() {
|
|
// Modify the texCoord based on the Viewport and Resolution. This modification is
|
|
// necessary in case of side-by-side stereo as we only want to access the part of the
|
|
// feeding texture that we are currently responsible for. Otherwise we would map the
|
|
// entire feeding texture into our half of the result texture, leading to a doubling of
|
|
// the "missing" half. If you don't believe me, load a configuration file with the
|
|
// side_by_side stereo mode enabled, disable FXAA, and remove this modification.
|
|
// The same calculation is done in the HDR resolving shader
|
|
vec2 st = texCoord;
|
|
st.x = st.x / (resolution.x / viewport[2]) + (viewport[0] / resolution.x);
|
|
st.y = st.y / (resolution.y / viewport[3]) + (viewport[1] / resolution.y);
|
|
|
|
finalColor = texture(downscaledRenderedVolume, st);
|
|
gl_FragDepth = texture(downscaledRenderedVolumeDepth, st).r;
|
|
}
|