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OpenSpace/modules/spacecraftinstruments/shaders/renderableModel_fs.glsl
Alexander Bock 820e90eab4 Happy new year
2025-01-14 16:21:08 +01:00

110 lines
4.3 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. *
****************************************************************************************/
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
in vec2 vs_st;
in vec3 vs_normalViewSpace;
in float vs_depth;
in vec4 vs_positionCameraSpace;
uniform bool has_texture_diffuse;
uniform sampler2D baseTexture;
uniform vec4 baseColor;
uniform sampler2D projectionTexture;
uniform bool performShading;
uniform float projectionFading;
uniform vec3 directionToSunViewSpace;
const vec3 specularAlbedo = vec3(1.0);
const float ambientIntensity = 0.15;
const float diffuseIntensity = 1.0;
const float specularIntensity = 0.0;
const float specularPower = 100.0;
Fragment getFragment() {
Fragment frag;
frag.depth = vs_depth;
frag.gPosition = vs_positionCameraSpace;
frag.gNormal = vec4(vs_normalViewSpace, 0.0);
frag.disableLDR2HDR = true;
frag.color.a = 1.0;
// Base color
vec4 textureColor;
if (has_texture_diffuse) {
textureColor = texture(baseTexture, vs_st);
}
else {
textureColor = vec4(baseColor.rgb, 1.0);
}
// Mix base color with the projection images
vec4 projectionColor = texture(projectionTexture, vs_st);
if (projectionColor.a > 0.0) {
textureColor.rgb = mix(
textureColor.rgb,
projectionColor.rgb,
projectionFading * projectionColor.a
);
}
vec3 diffuseAlbedo = textureColor.rgb;
if (performShading) {
// Could be seperated into ambinet, diffuse and specular and passed in as uniforms
const vec3 lightColor = vec3(1.0);
const float specularPower = 100.0;
// Ambient light
vec3 ambientColor = ambientIntensity * lightColor * diffuseAlbedo;
// Diffuse light
vec3 normal = normalize(vs_normalViewSpace);
vec3 lightDirection = directionToSunViewSpace;
float diffuseFactor = max(dot(normal, lightDirection), 0.0);
vec3 diffuseColor =
diffuseIntensity * lightColor * diffuseFactor * diffuseAlbedo;
// Specular light
vec3 viewDirection = normalize(vs_positionCameraSpace.xyz);
vec3 reflectDirection = reflect(lightDirection, normal);
float specularFactor =
pow(max(dot(viewDirection, reflectDirection), 0.0), specularPower);
vec3 specularColor =
specularIntensity * lightColor * specularFactor * specularAlbedo;
// Total light
frag.color.rgb = ambientColor + diffuseColor + specularColor;
}
else {
frag.color.rgb = diffuseAlbedo;
}
return frag;
}