Files
OpenSpace/shaders/fov_fs.glsl
Michal Marcinkowski 971381b150 fov lines, check.
2015-02-18 19:41:56 -05:00

56 lines
2.6 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* 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. *
****************************************************************************************/
#version __CONTEXT__
uniform mat4 ViewProjection;
uniform mat4 ModelTransform;
in vec4 vs_point_position;
in vec4 vs_point_velocity;
//out vec4 diffuse;
#include "ABuffer/abufferStruct.hglsl"
#include "ABuffer/abufferAddToBuffer.hglsl"
#include "PowerScaling/powerScaling_fs.hglsl"
void main()
{
vec4 position = vs_point_position;
float depth = pscDepth(position);
// set the depth
//gl_FragDepth = depth;
//float l = length(vs_point_velocity);
vec4 diffuse = vs_point_velocity;
ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth);
addToBuffer(frag);
}