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55 lines
2.8 KiB
GLSL
55 lines
2.8 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2017 *
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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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uniform vec3 directionToSunViewSpace;
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uniform vec3 positionCameraSpace;
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in vec4 vs_positionClipSpace;
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Fragment getFragment() {
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vec2 pointCoord = (gl_PointCoord.xy - vec2(0.5)) * 2;
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pointCoord.y = -pointCoord.y; // y should point up in cam space
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if(length(pointCoord) > 1) // Outside of circle radius?
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discard;
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// z_coord of sphere
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float zCoord = sqrt(1 - pow(length(pointCoord),2));
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// Light calculations
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vec3 normal = normalize(vec3(pointCoord, zCoord));
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float cosTerm = max(dot(directionToSunViewSpace, normal), 0);
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vec3 color = vec3(1,1,1) * 0.7;
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vec3 shadedColor = cosTerm * color;
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Fragment frag;
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frag.color = vec4(shadedColor,1);
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frag.depth = vs_positionClipSpace.w;
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return frag;
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}
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