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OpenSpace/modules/globebrowsing/shaders/localchunkedlodpatch_fs.glsl
T

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4.2 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* 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 <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/blending.hglsl>
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
#define NUMLAYERS_COLORTEXTURE #{numLayersColor}
#define NUMLAYERS_HEIGHTMAP #{numLayersHeight}
uniform TextureTile colorTiles[NUMLAYERS_COLORTEXTURE];
uniform TextureTile colorTilesParent1[NUMLAYERS_COLORTEXTURE];
uniform TextureTile colorTilesParent2[NUMLAYERS_COLORTEXTURE];
in vec4 fs_position;
in vec2 fs_uv;
in vec3 positionCameraSpace;
uniform float distanceScaleFactor;
uniform int chunkLevel;
Fragment getFragment() {
Fragment frag;
// Calculate desired level based on distance
float distToFrag = length(positionCameraSpace);
float projectedScaleFactor = distanceScaleFactor / distToFrag;
float desiredLevel = log2(projectedScaleFactor);
// x increases with distance
float x = chunkLevel - desiredLevel;
float w1 = clamp(1 - x, 0 , 1);
float w2 = (clamp(x, 0 , 1) - clamp(x - 1, 0 , 1));
float w3 = clamp(x - 1, 0 , 1);
#for j in 1..#{numLayersColor}
{
int i = #{j} - 1;
vec2 samplePos =
colorTiles[i].uvTransform.uvScale * fs_uv +
colorTiles[i].uvTransform.uvOffset;
vec2 samplePosParent1 =
colorTilesParent1[i].uvTransform.uvScale * fs_uv +
colorTilesParent1[i].uvTransform.uvOffset;
vec2 samplePosParent2 =
colorTilesParent2[i].uvTransform.uvScale * fs_uv +
colorTilesParent2[i].uvTransform.uvOffset;
vec4 colorSample =
w1 * texture(colorTiles[i].textureSampler, samplePos) +
w2 * texture(colorTilesParent1[i].textureSampler, samplePosParent1) +
w3 * texture(colorTilesParent2[i].textureSampler, samplePosParent2);
frag.color = blendOver(frag.color, colorSample);
}
#endfor
//vec2 samplePos =
// colorTile.uvTransform.uvScale * fs_uv +
// colorTile.uvTransform.uvOffset;
//frag.color = texture(colorTile.textureSampler, samplePos);
//frag.color.rgb *= 10;
// Sample position overlay
//frag.color = frag.color * 0.9 + 0.2*vec4(samplePos, 0, 1);
// Border overlay
//frag.color = frag.color + patchBorderOverlay(fs_uv, vec3(0.5, 0.5, 0.5), 0.02);
frag.depth = fs_position.w;
return frag;
}