Files
OpenSpace/modules/fieldlines/shaders/fieldline_fs.glsl
T
Alexander Bock d7d279ea16 Happy new year
2022-01-01 12:32:55 +01:00

57 lines
2.8 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"
in vec4 gs_color;
in vec4 gs_position;
in vec3 gs_normal;
uniform bool classification;
uniform vec4 fieldLineColor;
Fragment getFragment() {
float alpha = 1 - length(gs_normal) * length(gs_normal);
Fragment frag;
if (classification) {
frag.color = vec4(gs_color.rgb * alpha, 1.0);
}
else {
frag.color = vec4(fieldLineColor.rgb * fieldLineColor.a * alpha, 1.0);
}
frag.depth = pscDepth(gs_position);
// G-Buffer
frag.gPosition = vec4(0.0);//vs_gPosition;
// There is no normal here
// TODO: Add the correct normal if necessary (JCC)
frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0);
return frag;
}