mirror of
https://github.com/OpenSpace/OpenSpace.git
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142 lines
5.5 KiB
GLSL
142 lines
5.5 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2023 *
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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 vec4 vs_gPosition;
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in vec3 vs_gNormal;
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in float vs_screenSpaceDepth;
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in vec2 vs_st;
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in vec4 vs_position;
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uniform float crossHairSize;
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uniform bool showRectangle;
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uniform float lineWidth;
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uniform float ratio;
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uniform vec4 lineColor;
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uniform float fov;
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uniform float borderRadius;
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uniform bool additiveBlending;
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uniform float opacity;
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uniform vec3 multiplyColor;
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// A factor which states how much thicker vertical lines are rendered than horizontal
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// This compensates for the optical illusion that vertical lines appear thinner
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const float VerticalThickness = 1.1;
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float createLine(float lineCenter, float lineWidth, float coord) {
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// Calculate edges of line
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float startEdge = lineCenter - (lineWidth * 0.5);
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float endEdge = lineCenter + (lineWidth * 0.5);
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return step(startEdge, coord) - step(endEdge, coord);
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}
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float createFilledRectangle(float width, float height, vec2 coord) {
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return createLine(0.5, width, coord.x) * createLine(0.5, height, coord.y);
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}
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float createCrosshair(in float linewidth, in float ratio, in vec2 coord) {
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const float Center = 0.5;
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float crosshairVertical = createLine(Center, linewidth * VerticalThickness, coord.x);
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float crosshairHorizontal = createLine(Center, linewidth, coord.y);
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return crosshairHorizontal + crosshairVertical;
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}
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// Creates a rounded rectangle where radius is [0, 1] from completely square
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// to completely round
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float roundedRectangle(vec2 coord, vec2 size, float radius) {
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vec2 q = abs(coord) - size + vec2(radius);
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return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius;
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}
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Fragment getFragment() {
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float rectangle = 0.0;
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float maxWwtFov = 70;
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float crosshair = createCrosshair(lineWidth, ratio, vs_st);
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float crossHairHeight = crossHairSize/maxWwtFov;
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float crossHairWidth = crossHairHeight * ratio;
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float crossHairBox = createFilledRectangle(crossHairWidth, crossHairHeight, vs_st);
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crosshair *= crossHairBox;
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if (showRectangle) {
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float lineWidthY = lineWidth * 2;
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float lineWidthX = lineWidth * 2 * VerticalThickness;
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float height = ((fov * 0.5) / maxWwtFov) - lineWidth;
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float width = (height * ratio) - lineWidthY;
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vec2 size = vec2(width, height);
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// The radius of the corners (in pixels) clockwise starting in the top left
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float radius = clamp(borderRadius * 0.5 * min(height, width), 0.0, 0.5 * min(height, width));
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// Calculate distance to edge
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float distance = roundedRectangle(vs_st.xy - vec2(0.5), size * 0.5, radius);
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// How soft the edges should be (in pixels)
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// Higher values could be used to simulate a drop shadow
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float edgeSoftness = 2.0;
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// Smooth the result (free antialiasing)
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float smoothedAlpha = 1.0 - smoothstep(0.0, edgeSoftness, distance);
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// Border
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float borderThickness = lineWidth * 0.5;
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float borderSoftness = 0.0;
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float borderAlpha = 1.0-smoothstep(borderThickness - borderSoftness, borderThickness, abs(distance));
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// Colors
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float borderColor = 1.0;
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float bgColor = 0.0;
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rectangle = mix(bgColor, mix(bgColor, borderColor, borderAlpha), smoothedAlpha);
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}
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float result = clamp(crosshair + rectangle, 0.0, 1.0);
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Fragment frag;
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frag.color = lineColor;
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frag.color.a *= result;
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frag.color.rgb *= multiplyColor;
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frag.color.a *= opacity;
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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_screenSpaceDepth;
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if (additiveBlending) {
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frag.blend = BLEND_MODE_ADDITIVE;
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}
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// G-Buffer
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frag.gPosition = vs_gPosition;
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frag.gNormal = vec4(vs_gNormal, 1.0);
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return frag;
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}
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