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OpenSpace/modules/base/shaders/screenspace_fs.glsl
Alexander Bock 4f4764209f Happy new year
2023-01-02 11:19:33 +01:00

52 lines
2.6 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2023 *
* *
* 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 vec2 vs_st;
in float vs_depth;
uniform sampler2D tex;
uniform vec3 color = vec3(1.0);
uniform float opacity = 1.0;
uniform vec4 backgroundColor = vec4(0.0);
uniform float gamma = 1.0;
Fragment getFragment() {
Fragment frag;
vec4 texColor = texture(tex, vs_st) * vec4(color, opacity);
frag.color = texColor.a * texColor + (1.0 - texColor.a) * backgroundColor;
if (frag.color.a == 0.0) {
discard;
}
frag.depth = vs_depth;
frag.color.rgb = pow(frag.color.rgb, vec3(1.0/(gamma)));
return frag;
}