Files
OpenSpace/modules/base/shaders/star_fs.glsl
2016-02-05 22:47:37 +01:00

92 lines
3.7 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* 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. *
****************************************************************************************/
// keep in sync with renderablestars.h:ColorOption enum
const int COLOROPTION_COLOR = 0;
const int COLOROPTION_VELOCITY = 1;
const int COLOROPTION_SPEED = 2;
uniform sampler2D psfTexture;
uniform sampler1D colorTexture;
uniform float minBillboardSize;
uniform int colorOption;
in vec4 vs_position;
in vec3 ge_brightness;
in vec3 ge_velocity;
in float ge_speed;
in vec2 texCoord;
in float billboardSize;
#include "fragment.glsl"
#include "PowerScaling/powerScaling_fs.hglsl"
uniform vec2 magnitudeClamp;
//---------------------------------------------------------------------------
vec4 bv2rgb(float bv) {
// BV is [-0.4,2.0]
float t = (bv + 0.4) / (2.0 + 0.4);
return texture(colorTexture, t);
}
Fragment getFragment() {
// Something in the color calculations need to be changed because before it was dependent
// on the gl blend functions since the abuffer was not involved
vec4 color = vec4(0.0);
switch (colorOption) {
case COLOROPTION_COLOR:
color = bv2rgb(ge_brightness.x);
break;
case COLOROPTION_VELOCITY:
color = vec4(abs(ge_velocity), 0.5);
break;
case COLOROPTION_SPEED:
// @TODO Include a transfer function here ---abock
color = vec4(vec3(ge_speed), 0.5);
break;
}
vec4 textureColor = texture(psfTexture, texCoord);
vec4 fullColor = vec4(color.rgb, textureColor.a);
vec4 position = vs_position;
// This has to be fixed when the scale graph is in place ---emiax
position.w = 19;
Fragment frag;
frag.color = fullColor;
frag.depth = pscDepth(position);
if (fullColor.a == 0) {
discard;
}
return frag;
}