Files
OpenSpace/shaders/grid_fs.glsl
2014-11-04 18:17:15 +01:00

75 lines
3.2 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. *
****************************************************************************************/
#version __CONTEXT__
uniform mat4 ViewProjection;
uniform mat4 ModelTransform;
uniform vec4 gridColor;
in vec2 vs_st;
//in vec3 vs_stp;
in vec4 vs_normal;
in vec4 vs_position;
#include "ABuffer/abufferStruct.hglsl"
#include "ABuffer/abufferAddToBuffer.hglsl"
#include "PowerScaling/powerScaling_fs.hglsl"
// out vec4 diffuse;
void main()
{
// set the depth
//gl_FragDepth = depth;
//gl_FragDepth = 0.5;
// color
// diffuse = texture(texture1, vs_st);
//diffuse = vec4(vs_position.z,0.0, 0.0, 1.0);
// diffuse = vec4(vs_position.xyz * pow(10, vs_position.w), 1.0);
//diffuse = vec4(vs_st, 0.0, 1.0);
//diffuse = vec4(1.0,1.0, 0.0, 1.0);
//diffuse = vec4(depth*5,0.0, 0.0, 1.0);
//diffuse = vec4(vs_position.w,0.0, 0.0, 1.0);
vec4 diffuse = vec4(0.4,0.4,0.4,1);
/*if( floor(vs_st[0]) == -2){
diffuse = gridColor*2.f;
}else{
diffuse = gridColor;
}*/
diffuse = gridColor;
vec4 position = vs_position;
float depth = pscDepth(position);
// gl_FragDepth = depth;
//ABufferStruct_t frag = createGeometryFragment(vec4(1,0,0,1), position, depth);
ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth);
addToBuffer(frag);
}