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https://github.com/OpenSpace/OpenSpace.git
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110 lines
4.3 KiB
GLSL
110 lines
4.3 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2025 *
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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 vs_st;
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in vec3 vs_normalViewSpace;
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in float vs_depth;
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in vec4 vs_positionCameraSpace;
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uniform bool has_texture_diffuse;
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uniform sampler2D baseTexture;
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uniform vec4 baseColor;
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uniform sampler2D projectionTexture;
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uniform bool performShading;
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uniform float projectionFading;
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uniform vec3 directionToSunViewSpace;
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const vec3 specularAlbedo = vec3(1.0);
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const float ambientIntensity = 0.15;
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const float diffuseIntensity = 1.0;
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const float specularIntensity = 0.0;
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const float specularPower = 100.0;
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Fragment getFragment() {
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Fragment frag;
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frag.depth = vs_depth;
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frag.gPosition = vs_positionCameraSpace;
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frag.gNormal = vec4(vs_normalViewSpace, 0.0);
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frag.disableLDR2HDR = true;
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frag.color.a = 1.0;
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// Base color
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vec4 textureColor;
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if (has_texture_diffuse) {
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textureColor = texture(baseTexture, vs_st);
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}
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else {
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textureColor = vec4(baseColor.rgb, 1.0);
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}
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// Mix base color with the projection images
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vec4 projectionColor = texture(projectionTexture, vs_st);
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if (projectionColor.a > 0.0) {
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textureColor.rgb = mix(
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textureColor.rgb,
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projectionColor.rgb,
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projectionFading * projectionColor.a
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);
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}
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vec3 diffuseAlbedo = textureColor.rgb;
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if (performShading) {
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// Could be seperated into ambinet, diffuse and specular and passed in as uniforms
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const vec3 lightColor = vec3(1.0);
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const float specularPower = 100.0;
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// Ambient light
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vec3 ambientColor = ambientIntensity * lightColor * diffuseAlbedo;
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// Diffuse light
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vec3 normal = normalize(vs_normalViewSpace);
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vec3 lightDirection = directionToSunViewSpace;
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float diffuseFactor = max(dot(normal, lightDirection), 0.0);
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vec3 diffuseColor =
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diffuseIntensity * lightColor * diffuseFactor * diffuseAlbedo;
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// Specular light
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vec3 viewDirection = normalize(vs_positionCameraSpace.xyz);
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vec3 reflectDirection = reflect(lightDirection, normal);
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float specularFactor =
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pow(max(dot(viewDirection, reflectDirection), 0.0), specularPower);
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vec3 specularColor =
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specularIntensity * lightColor * specularFactor * specularAlbedo;
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// Total light
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frag.color.rgb = ambientColor + diffuseColor + specularColor;
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}
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else {
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frag.color.rgb = diffuseAlbedo;
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}
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return frag;
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}
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