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50 lines
2.6 KiB
GLSL
50 lines
2.6 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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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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#version __CONTEXT__
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uniform int volumeType;
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in vec3 vPosition;
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in vec4 worldPosition;
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in float s;
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#include "ABuffer/abufferStruct.hglsl"
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#include "ABuffer/abufferAddToBuffer.hglsl"
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#include "PowerScaling/powerScaling_fs.hglsl"
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void main() {
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vec4 fragColor = vec4(vPosition+0.5, 1.0);
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vec4 position = worldPosition;
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float depth = pscDepth(position);
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gl_FragDepth = depth;
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ABufferStruct_t frag;
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_col_(frag, fragColor);
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_z_(frag, depth);
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_type_(frag, volumeType);
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_pos_(frag, position);
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addToBuffer(frag);
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} |