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