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https://github.com/OpenSpace/OpenSpace.git
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* Faster rendering for renderableOrbitalKepler - Computes relevant vertices on CPU rather than filtering all vertices on the GPU - Removes geometry shader for trails rendering - Changed GUI name of RenderingMode "Points+Trails" to "Points and Trails"
59 lines
2.8 KiB
GLSL
59 lines
2.8 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2025 *
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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 "fragment.glsl"
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in float projectionViewDepth;
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in vec4 viewSpace;
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in vec2 texCoord;
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uniform bool enableOutline;
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uniform vec3 outlineColor;
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uniform float outlineWeight;
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uniform vec3 color;
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uniform float opacity;
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Fragment getFragment() {
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Fragment frag;
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// Only draw circle instead of entire quad
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vec2 st = (texCoord - vec2(0.5)) * 2.0;
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if (length(st) > 1.0) {
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discard;
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}
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// Creates outline for circle
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vec3 _color = color;
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if (enableOutline && (length(st) > (1.0 - outlineWeight) && length(st) < 1.0)) {
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_color = outlineColor;
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}
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frag.color = vec4(_color, opacity);
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frag.depth = projectionViewDepth;
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frag.gPosition = viewSpace;
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frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
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return frag;
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}
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