Files
OpenSpace/modules/globebrowsing/shaders/pointglobe_fs.glsl
Alexander Bock 6199289e91 Code cleanup
2017-02-27 23:03:07 -05:00

55 lines
2.8 KiB
GLSL

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