Files
OpenSpace/shaders/framebuffer/renderframebuffer.frag
2019-01-10 14:17:29 -05:00

57 lines
3.0 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* 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 "floatoperations.glsl"
#include <#{fragmentPath}>
layout(location = 0) out vec4 _out_color_;
layout(location = 1) out vec4 gPosition;
layout(location = 2) out vec4 gNormal;
layout(location = 3) out vec4 filterBuffer;
void main() {
Fragment f = getFragment();
_out_color_ = f.color;
gPosition = f.gPosition;
gNormal = f.gNormal;
bool automaticBloom = false;
if (automaticBloom) {
// Extract luminance
float Y = dot(f.color.rgb, vec3(0.299, 0.587, 0.144));
// Apply Bloom on the bloom threshold range values
//vec4 bColor = f.color * 4.0 * smoothstep(bloom_thresh_min, bloom_thresh_max, Y);
//filterBuffer = bColor
filterBuffer = vec4(f.filterFlag);
} else {
if (f.filterFlag == 1)
filterBuffer = f.color;
else
filterBuffer = vec4(0);
}
gl_FragDepth = normalizeFloat(f.depth);
}