Files
OpenSpace/modules/toyvolume/shaders/raycast.glsl
T
Alexander Bock 43851899c7 Cleanup of more copyright headers
Add debug groups and object names to the OpenGL objects in the framebuffer renderer
2020-02-13 14:59:13 +01:00

74 lines
3.7 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2020 *
* *
* 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. *
****************************************************************************************/
uniform vec4 color#{id};
uniform float time#{id};
uniform float maxStepSize#{id} = 0.02;
void sample#{id}(vec3 samplePos, vec3 dir, inout vec3 accumulatedColor,
inout vec3 accumulatedAlpha, inout float stepSize)
{
// Generate a procedural placeholder volume.
// In real situations, the sample function would sample a
// 3D texture to retrieve the color contribution of a given point.
vec3 fromCenter = vec3(0.5, 0.5, 0.5) - samplePos;
float theta = atan(fromCenter.x, fromCenter.z);
float angularRatio = (theta + 3.1415) / 6.283;
angularRatio = mod(angularRatio + time#{id}*0.01, 1.0);
float timeWave = sin(mod(time#{id}*0.05, 2.0 * 3.1415));
float rDisplacement = 0.1 * timeWave;
vec4 c = color#{id};
float r = length(fromCenter);
c.a *= (1.0 - smoothstep(0.35 + rDisplacement, 0.40 + rDisplacement, r));
c.a *= (1.0 - smoothstep(0.30 + rDisplacement, 0.25 + rDisplacement, r));
c.a *= (1.0 - smoothstep(0.1, 0.2, abs(fromCenter.y) / angularRatio * 0.5));
c.a *= 1.0 - smoothstep(0.0, 1.0, clamp(angularRatio, 0.0, 1.0));
c.a *= smoothstep(0.0, 0.1, clamp(angularRatio, 0.0, 1.0));
vec3 backAlpha = c.aaa * 10.0;
vec3 backColor = c.rgb * backAlpha;
backColor *= stepSize;
backAlpha *= stepSize;
backColor = clamp(backColor, 0.0, 1.0);
backAlpha = clamp(backAlpha, 0.0, 1.0);
vec3 oneMinusFrontAlpha = vec3(1.0) - accumulatedAlpha;
accumulatedColor += oneMinusFrontAlpha * backColor;
accumulatedAlpha += oneMinusFrontAlpha * backAlpha;
stepSize = maxStepSize#{id};
}
float stepSize#{id}(vec3 samplePos, vec3 dir) {
return maxStepSize#{id};
}