Files
OpenSpace/modules/space/shaders/star_ge.glsl
Alexander Bock 94e3e11188 Update copyright header to 2017
Update Ghoul repository
Remove libgdal link
2017-02-06 18:02:01 -05:00

98 lines
4.1 KiB
GLSL

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