mirror of
https://github.com/OpenSpace/OpenSpace.git
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98 lines
4.1 KiB
GLSL
98 lines
4.1 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2017 *
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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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const vec2 corners[4] = vec2[4](
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vec2(0.0, 1.0),
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vec2(0.0, 0.0),
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vec2(1.0, 1.0),
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vec2(1.0, 0.0)
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);
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#include "PowerScaling/powerScalingMath.hglsl"
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layout(points) in;
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layout(triangle_strip, max_vertices = 4) out;
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in vec4 psc_position[];
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in vec3 vs_brightness[];
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in vec3 vs_velocity[];
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in float vs_speed[];
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in vec4 cam_position[];
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out vec4 vs_position;
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out vec3 ge_brightness;
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out vec3 ge_velocity;
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out float ge_speed;
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out vec2 texCoord;
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out float billboardSize;
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uniform mat4 projection;
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uniform float scaleFactor;
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uniform float minBillboardSize;
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uniform vec2 screenSize;
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void main() {
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if ((psc_position[0].x == 0.0) && (psc_position[0].y == 0.0) && (psc_position[0].z == 0.0))
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return;
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ge_brightness = vs_brightness[0];
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ge_velocity = vs_velocity[0];
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ge_speed = vs_speed[0];
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float absoluteMagnitude = vs_brightness[0].z;
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// float modifiedSpriteSize = exp((-exponentialOffset - absoluteMagnitude) * exponentialDampening) * scaleFactor * 50;
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float modifiedSpriteSize = exp((-30.623 - absoluteMagnitude) * 0.462) * scaleFactor * 2000;
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vec4 projPos[4];
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for (int i = 0; i < 4; ++i) {
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vec4 p1 = gl_in[0].gl_Position;
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p1.xy += vec2(modifiedSpriteSize * (corners[i] - vec2(0.5)));
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projPos[i] = projection * p1;
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}
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// Calculate the positions of the lower left and upper right corners of the
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// billboard in screen-space
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vec2 ll = (((projPos[1].xy / projPos[1].w) + 1) / 2) * screenSize;
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vec2 ur = (((projPos[2].xy / projPos[2].w) + 1) / 2) * screenSize;
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// The billboard is smaller than one pixel, we can discard it
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vec2 distance = abs(ll - ur);
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float sizeInPixels = length(distance);
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if (sizeInPixels < minBillboardSize)
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return;
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for(int i = 0; i < 4; i++){
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vs_position = gl_in[0].gl_Position;
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gl_Position = projPos[i];
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// gl_Position = z_normalization(projPos[i]);
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texCoord = corners[i];
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billboardSize = sizeInPixels;
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EmitVertex();
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}
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EndPrimitive();
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}
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