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OpenSpace/modules/base/shaders/renderabletrail_fs.glsl
Alexander Bock 7004c02b86 Happy new year
2021-01-02 15:26:51 +01:00

85 lines
3.7 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2021 *
* *
* 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"
in float vs_positionDepth;
in vec4 vs_gPosition;
in float fade;
noperspective in vec2 mathLine;
uniform vec3 color;
uniform int renderPhase;
uniform float opacity = 1.0;
uniform float lineWidth;
// Fragile! Keep in sync with RenderableTrail::render::RenderPhase
#define RenderPhaseLines 0
#define RenderPhasePoints 1
#define Delta 0.25
Fragment getFragment() {
Fragment frag;
frag.color = vec4(color * fade, fade * opacity);
frag.depth = vs_positionDepth;
frag.blend = BLEND_MODE_ADDITIVE;
if (renderPhase == RenderPhasePoints) {
// Use the length of the vector (dot(circCoord, circCoord)) as factor in the
// smoothstep to gradually decrease the alpha on the edges of the point
vec2 circCoord = 2.0 * gl_PointCoord - 1.0;
//float circleClipping = 1.0 - smoothstep(1.0 - Delta, 1.0, dot(circCoord, circCoord));
float circleClipping = smoothstep(1.0, 1.0 - Delta, dot(circCoord, circCoord));
float transparencyCorrection = frag.color.a * circleClipping;
if (transparencyCorrection < 0.9) {
discard;
}
frag.color.a = transparencyCorrection;
}
double distanceCenter = length(mathLine - vec2(gl_FragCoord.xy));
double dLW = double(lineWidth);
float blendFactor = 20;
if (distanceCenter > dLW) {
frag.color.a = 0.0;
//discard;
}
else {
frag.color.a *= pow(float((dLW - distanceCenter) / dLW), blendFactor);
// if (frag.color.a < 0.4)
// discard;
}
frag.gPosition = vs_gPosition;
// There is no normal here
frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0);
return frag;
}