mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-09 13:12:58 -06:00
87 lines
3.8 KiB
GLSL
87 lines
3.8 KiB
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. *
|
|
****************************************************************************************/
|
|
|
|
// Uniforms
|
|
uniform float transparency;
|
|
uniform float fading;
|
|
uniform bool performShading = true;
|
|
|
|
uniform vec3 directionToSunViewSpace;
|
|
|
|
uniform sampler2D texture1;
|
|
|
|
// Input from the vertex shader
|
|
in vec2 vs_st;
|
|
in vec3 vs_normalViewSpace;
|
|
in vec4 vs_positionCameraSpace;
|
|
in vec4 vs_positionScreenSpace;
|
|
|
|
#include "PowerScaling/powerScaling_fs.hglsl"
|
|
#include "fragment.glsl"
|
|
|
|
Fragment getFragment() {
|
|
vec4 textureSample = texture(texture1, vs_st);
|
|
|
|
vec3 diffuseAlbedo = textureSample.rgb;
|
|
vec3 specularAlbedo = vec3(1);
|
|
|
|
vec3 color;
|
|
|
|
if (performShading) {
|
|
// Some of these values could be passed in as uniforms
|
|
vec3 lightColorAmbient = vec3(1);
|
|
vec3 lightColor = vec3(1);
|
|
|
|
vec3 n = normalize(vs_normalViewSpace);
|
|
vec3 l = directionToSunViewSpace;
|
|
vec3 c = normalize(vs_positionCameraSpace.xyz);
|
|
vec3 r = reflect(l, n);
|
|
|
|
float ambientIntensity = 0.2;
|
|
float diffuseIntensity = 1;
|
|
float specularIntensity = 1;
|
|
|
|
float diffuseCosineFactor = dot(n,l);
|
|
float specularCosineFactor = dot(c,r);
|
|
float specularPower = 100;
|
|
|
|
vec3 ambientColor = ambientIntensity * lightColorAmbient * diffuseAlbedo;
|
|
vec3 diffuseColor = diffuseIntensity * lightColor * diffuseAlbedo * max(diffuseCosineFactor, 0);
|
|
vec3 specularColor = specularIntensity * lightColor * specularAlbedo * pow(max(specularCosineFactor, 0), specularPower);
|
|
|
|
color = ambientColor + diffuseColor + specularColor;
|
|
}
|
|
else {
|
|
color = diffuseAlbedo;
|
|
}
|
|
|
|
float alpha = fading * transparency;
|
|
|
|
Fragment frag;
|
|
frag.color = vec4(color, alpha);
|
|
frag.depth = vs_positionScreenSpace.w;
|
|
|
|
return frag;
|
|
}
|