Files
OpenSpace/modules/digitaluniverse/shaders/points_fs.glsl
T
Emil Axelsson 4c2f72226f Performance Optimizations (#450)
* Make derived transform classes less involved in simulation state
* Add performance measurements in openspaceengine
* Avoid redundant transformation lookups
* Fix bug causing redundant calls to GPULayerManager::bind
* Move water reflectance to alpha component of normal buffer. Remove otherData buffer.
2018-01-08 09:43:41 +01:00

55 lines
2.7 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* 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"
//in float gs_screenSpaceDepth;
in float vs_screenSpaceDepth;
in vec4 colorMap;
uniform vec3 color;
uniform float alphaValue;
uniform bool hasColorMap;
Fragment getFragment() {
Fragment frag;
if (alphaValue == 0.0) {
discard;
}
if (hasColorMap) {
frag.color = vec4(colorMap.xyz, alphaValue);
} else {
frag.color = vec4(color, alphaValue);
}
//frag.depth = gs_screenSpaceDepth;
frag.depth = vs_screenSpaceDepth;
frag.gPosition = vec4(1e27, 1e27, 1e27, 1.0);
frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
return frag;
}