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OpenSpace/modules/space/shaders/star_ge.glsl
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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__
#include "PowerScaling/powerScalingMath.hglsl"
layout(points) in;
in vec4 psc_position[];
in vec3 vs_brightness[];
in vec3 vs_velocity[];
in vec4 vs_gPosition[];
in float vs_speed[];
in vec4 cam_position[];
layout(triangle_strip, max_vertices = 4) out;
out vec4 vs_position;
out vec4 ge_gPosition;
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;
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)
);
void main() {
// JCC: We want to display the Sun.
// 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((-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) + 1.0) / 2.0) * screenSize;
vec2 ur = (((projPos[2].xy / projPos[2].w) + 1.0) / 2.0) * screenSize;
// The billboard is smaller than one pixel, we can discard it
float sizeInPixels = length(ll - ur);
if (sizeInPixels < minBillboardSize) {
return;
}
for (int i = 0; i < 4; i++) {
vs_position = gl_in[0].gl_Position;
gl_Position = projPos[i];
texCoord = corners[i];
// G-Buffer
ge_gPosition = vs_gPosition[0];
billboardSize = sizeInPixels;
EmitVertex();
}
EndPrimitive();
}