mirror of
https://github.com/OpenSpace/OpenSpace.git
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94 lines
3.9 KiB
GLSL
94 lines
3.9 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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#include "hdr.glsl"
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#include "PowerScaling/powerScaling_fs.hglsl"
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in vec2 vs_st;
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in float vs_depth;
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uniform sampler2D tex;
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uniform vec3 color = vec3(1.0);
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uniform float opacity = 1.0;
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uniform float blackoutFactor = 1.0;
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uniform vec4 backgroundColor = vec4(0.0);
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uniform float hue;
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uniform float value;
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uniform float saturation;
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uniform float gamma = 1.0;
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uniform vec2 borderWidth = vec2(0.1);
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uniform vec3 borderColor = vec3(0.0);
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uniform int borderFeather = 0;
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// Accelerated rendering can be used for the CEF browser
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uniform bool useAcceleratedRendering = false;
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Fragment getFragment() {
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Fragment frag;
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vec4 originalColor;
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if (useAcceleratedRendering) {
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vec2 flippedTexCoords = vec2(vs_st.x, 1.0 - vs_st.y);
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// Correcting both orientation and color channels
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originalColor = texture(tex, flippedTexCoords).bgra;
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} else {
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originalColor = texture(tex, vs_st);
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}
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vec4 texColor = originalColor * vec4(color, opacity);
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frag.color = texColor.a * texColor + (1.0 - texColor.a) * backgroundColor;
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// Set border color
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if (vs_st.x < borderWidth.x || vs_st.x > 1 - borderWidth.x ||
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vs_st.y < borderWidth.y || vs_st.y > 1 - borderWidth.y)
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{
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frag.color = vec4(borderColor, opacity);
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if (borderFeather == 1) {
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vec2 f1 = vs_st / borderWidth;
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float g1 = min(f1.x, f1.y);
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vec2 f2 = (vec2(1) - vs_st) / borderWidth;
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float g2 = min(f2.x, f2.y);
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frag.color *= min(g1, g2);
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}
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}
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if (frag.color.a == 0.0) {
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discard;
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}
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frag.depth = vs_depth;
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vec3 hsvColor = rgb2hsv(frag.color.rgb);
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hsvColor.x = (hsvColor.x + hue);
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if (hsvColor.x > 360.0) {
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hsvColor -= 360.0;
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}
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hsvColor.y = clamp(hsvColor.y * saturation, 0.0, 1.0);
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hsvColor.z = clamp(hsvColor.z * value, 0.0, 1.0);
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frag.color.rgb = gammaCorrection(hsv2rgb(hsvColor), gamma) * blackoutFactor;
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return frag;
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}
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