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* Make `RenderableCartesianAxes` fade and fix opacity setting * Update existing documentation of cartesian axes * Add example with custom colros and parent node * Apply suggestions from code review Co-authored-by: Alexander Bock <alexander.bock@liu.se> * Include earth asset instead of using string identifer --------- Co-authored-by: Alexander Bock <alexander.bock@liu.se>
54 lines
2.8 KiB
GLSL
54 lines
2.8 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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in float vs_screenSpaceDepth;
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in vec4 vs_positionViewSpace;
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in vec3 vs_positionModelSpace;
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uniform vec3 xColor;
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uniform vec3 yColor;
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uniform vec3 zColor;
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uniform float opacity;
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Fragment getFragment() {
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Fragment frag;
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// We compare against a small value as the first vertex doesn't have a positional
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// information (or rather it is 0) and we don't want to miss out on the color close to
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// the origin
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vec3 colorComponents = step(2e-32, vs_positionModelSpace);
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frag.color.rgb = colorComponents.x * xColor +
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colorComponents.y * yColor +
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colorComponents.z * zColor;
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frag.color.a = opacity;
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frag.depth = vs_screenSpaceDepth;
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frag.gPosition = vs_positionViewSpace;
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frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
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return frag;
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}
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