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

71 lines
3.1 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 "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
in vec3 vs_normal;
in vec2 vs_st;
in float vs_depth;
uniform sampler2D baseTexture;
uniform sampler2D projectionTexture;
uniform bool meridianShift;
uniform float ambientBrightness;
uniform float projectionFading;
uniform bool hasBaseMap;
uniform vec4 objpos;
uniform vec3 sun_pos;
Fragment getFragment() {
vec2 st = vs_st;
if (meridianShift) {
st.s += 0.5;
}
vec3 n = normalize(vs_normal);
vec3 l_dir = normalize(sun_pos - objpos.xyz);
float intensity = min(max(5.0 * dot(n, l_dir), ambientBrightness), 1.0);
vec4 textureColor = vec4(0.2, 0.2, 0.2, 1.0);
if (hasBaseMap) {
textureColor = texture(baseTexture, st);
}
vec4 projectionColor = texture(projectionTexture, vs_st);
if (projectionColor.a != 0.0) {
textureColor.rgb = mix(
textureColor.rgb,
projectionColor.rgb,
min(projectionFading, projectionColor.a)
);
}
Fragment frag;
frag.color = max(intensity * textureColor, vec4(0.0, 0.0, 0.0, 1.0));
frag.depth = vs_depth;
return frag;
}