mirror of
https://github.com/OpenSpace/OpenSpace.git
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98 lines
4.2 KiB
GLSL
98 lines
4.2 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
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#include <${MODULE_GLOBEBROWSING}/shaders/blending.hglsl>
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#include "PowerScaling/powerScaling_fs.hglsl"
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#include "fragment.glsl"
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#define NUMLAYERS_COLORTEXTURE #{numLayersColor}
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#define NUMLAYERS_HEIGHTMAP #{numLayersHeight}
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uniform TextureTile colorTiles[NUMLAYERS_COLORTEXTURE];
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uniform TextureTile colorTilesParent1[NUMLAYERS_COLORTEXTURE];
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uniform TextureTile colorTilesParent2[NUMLAYERS_COLORTEXTURE];
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in vec4 fs_position;
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in vec2 fs_uv;
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in vec3 positionCameraSpace;
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uniform float distanceScaleFactor;
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uniform int chunkLevel;
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Fragment getFragment() {
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Fragment frag;
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// Calculate desired level based on distance
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float distToFrag = length(positionCameraSpace);
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float projectedScaleFactor = distanceScaleFactor / distToFrag;
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float desiredLevel = log2(projectedScaleFactor);
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// x increases with distance
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float x = chunkLevel - desiredLevel;
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float w1 = clamp(1 - x, 0 , 1);
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float w2 = (clamp(x, 0 , 1) - clamp(x - 1, 0 , 1));
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float w3 = clamp(x - 1, 0 , 1);
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#for j in 1..#{numLayersColor}
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{
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int i = #{j} - 1;
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vec2 samplePos =
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colorTiles[i].uvTransform.uvScale * fs_uv +
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colorTiles[i].uvTransform.uvOffset;
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vec2 samplePosParent1 =
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colorTilesParent1[i].uvTransform.uvScale * fs_uv +
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colorTilesParent1[i].uvTransform.uvOffset;
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vec2 samplePosParent2 =
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colorTilesParent2[i].uvTransform.uvScale * fs_uv +
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colorTilesParent2[i].uvTransform.uvOffset;
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vec4 colorSample =
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w1 * texture(colorTiles[i].textureSampler, samplePos) +
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w2 * texture(colorTilesParent1[i].textureSampler, samplePosParent1) +
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w3 * texture(colorTilesParent2[i].textureSampler, samplePosParent2);
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frag.color = blendOver(frag.color, colorSample);
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}
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#endfor
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//vec2 samplePos =
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// colorTile.uvTransform.uvScale * fs_uv +
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// colorTile.uvTransform.uvOffset;
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//frag.color = texture(colorTile.textureSampler, samplePos);
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//frag.color.rgb *= 10;
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// Sample position overlay
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//frag.color = frag.color * 0.9 + 0.2*vec4(samplePos, 0, 1);
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// Border overlay
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//frag.color = frag.color + patchBorderOverlay(fs_uv, vec3(0.5, 0.5, 0.5), 0.02);
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frag.depth = fs_position.w;
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return frag;
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}
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