Files
OpenSpace/modules/softwareintegration/shaders/point_fs.glsl
T

121 lines
4.8 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 "PowerScaling/powerScaling_fs.hglsl"
const int COLORMAPNANMODE_HIDDEN = 0;
const int COLORMAPNANMODE_COLOR = 1;
const int VELOCITYNANMODE_HIDDEN = 0;
const int VELOCITYNANMODE_STATIC = 2;
flat in float ge_colormapAttributeScalar;
in vec2 coords;
flat in float ge_screenSpaceDepth;
flat in vec4 ge_positionViewSpace;
in float ta;
in vec3 ge_velocity;
uniform vec4 color;
uniform float colormapMin;
uniform float colormapMax;
uniform int colormapNanMode;
uniform vec4 colormapNanColor;
uniform bool colormapEnabled;
uniform sampler1D colormapTexture;
uniform bool motionEnabled;
uniform int velocityNanMode;
vec4 attributeScalarToRgb(float attributeData) {
float t = (attributeData - colormapMin) / (colormapMax - colormapMin);
// Quick fix: Should look over how the texture is created.
// Values close to 1 and 0 are wrong when sampled from texture
t = mix(0.01, 0.99, t);
// Sample texture with interpolated value
return texture(colormapTexture, t);
}
Fragment getFragment() {
if (ta == 0.001 || color.a == 0.00001) {
discard;
}
// Don't show points with no value for that
// attribute, if ColormapNanRenderMode is Hidden
if (
colormapEnabled
&& isnan(ge_colormapAttributeScalar)
&& colormapNanMode == COLORMAPNANMODE_HIDDEN
) {
discard;
}
// ========== Velocity NaN mode ==========
// Don't show points with no value for
// velocity, if VelocityNanRenderMode is Hidden
bool velocityIsNan = (isnan(ge_velocity[0]) ||
isnan(ge_velocity[1]) ||
isnan(ge_velocity[2]));
if (motionEnabled &&
velocityIsNan &&
velocityNanMode == VELOCITYNANMODE_HIDDEN)
{
discard;
} // else the point is left static
const float radius = 0.5;
float distance = length(coords - radius);
if (distance > 0.55) discard;
// calculate distance from the origin point
float circle = smoothstep(radius, radius - (radius * 0.2), distance);
vec4 outputColor = color;
if (colormapEnabled) {
// Set colormapNanColor if point doesn't have a value for the attribute
if (isnan(ge_colormapAttributeScalar) && colormapNanMode == COLORMAPNANMODE_COLOR) {
outputColor = vec4(colormapNanColor.rgb, colormapNanColor.a);
}
else {
vec4 colorFromColormap = attributeScalarToRgb(ge_colormapAttributeScalar);
outputColor = vec4(colorFromColormap.rgb, colorFromColormap.a * color.a);
}
}
Fragment frag;
frag.color = outputColor * vec4(circle);
frag.depth = ge_screenSpaceDepth;
frag.gPosition = ge_positionViewSpace;
frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
frag.disableLDR2HDR = false;
return frag;
}