Files
OpenSpace/modules/base/shaders/modelOpacity_fs.glsl
T

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2.7 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2022 *
* *
* 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 "fragment.glsl"
#include "floatoperations.glsl"
in vec2 vs_st;
uniform float opacity = 1.0;
uniform sampler2D colorTexture;
uniform sampler2D depthTexture;
uniform sampler2D positionTexture;
uniform sampler2D normalTexture;
Fragment getFragment() {
Fragment frag;
vec4 textureColor = texture(colorTexture, vs_st);
if (textureColor.a == 0.0 || opacity == 0.0) {
discard;
}
frag.color.rgb = textureColor.rgb;
frag.color.a = opacity * textureColor.a;
frag.depth = denormalizeFloat(texture(depthTexture, vs_st).x);
frag.gPosition = texture(positionTexture, vs_st);
frag.gNormal = vec4(texture(normalTexture, vs_st).rgb, 0.0);
frag.disableLDR2HDR = true;
return frag;
}