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OpenSpace/modules/base/shaders/screenspace_fs.glsl
Alexander Bock 820e90eab4 Happy new year
2025-01-14 16:21:08 +01:00

94 lines
3.9 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2025 *
* *
* 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"
#include "hdr.glsl"
#include "PowerScaling/powerScaling_fs.hglsl"
in vec2 vs_st;
in float vs_depth;
uniform sampler2D tex;
uniform vec3 color = vec3(1.0);
uniform float opacity = 1.0;
uniform float blackoutFactor = 1.0;
uniform vec4 backgroundColor = vec4(0.0);
uniform float hue;
uniform float value;
uniform float saturation;
uniform float gamma = 1.0;
uniform vec2 borderWidth = vec2(0.1);
uniform vec3 borderColor = vec3(0.0);
uniform int borderFeather = 0;
// Accelerated rendering can be used for the CEF browser
uniform bool useAcceleratedRendering = false;
Fragment getFragment() {
Fragment frag;
vec4 originalColor;
if (useAcceleratedRendering) {
vec2 flippedTexCoords = vec2(vs_st.x, 1.0 - vs_st.y);
// Correcting both orientation and color channels
originalColor = texture(tex, flippedTexCoords).bgra;
} else {
originalColor = texture(tex, vs_st);
}
vec4 texColor = originalColor * vec4(color, opacity);
frag.color = texColor.a * texColor + (1.0 - texColor.a) * backgroundColor;
// Set border color
if (vs_st.x < borderWidth.x || vs_st.x > 1 - borderWidth.x ||
vs_st.y < borderWidth.y || vs_st.y > 1 - borderWidth.y)
{
frag.color = vec4(borderColor, opacity);
if (borderFeather == 1) {
vec2 f1 = vs_st / borderWidth;
float g1 = min(f1.x, f1.y);
vec2 f2 = (vec2(1) - vs_st) / borderWidth;
float g2 = min(f2.x, f2.y);
frag.color *= min(g1, g2);
}
}
if (frag.color.a == 0.0) {
discard;
}
frag.depth = vs_depth;
vec3 hsvColor = rgb2hsv(frag.color.rgb);
hsvColor.x = (hsvColor.x + hue);
if (hsvColor.x > 360.0) {
hsvColor -= 360.0;
}
hsvColor.y = clamp(hsvColor.y * saturation, 0.0, 1.0);
hsvColor.z = clamp(hsvColor.z * value, 0.0, 1.0);
frag.color.rgb = gammaCorrection(hsv2rgb(hsvColor), gamma) * blackoutFactor;
return frag;
}