Files
OpenSpace/modules/globebrowsing/shaders/simple_fs.glsl
T
2016-04-15 17:17:31 -04:00

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. *
****************************************************************************************/
uniform vec4 campos;
uniform vec4 objpos;
uniform vec3 sun_pos;
uniform bool _performShading = true;
uniform float transparency;
uniform int shadows;
uniform float time;
uniform sampler2D texture1;
uniform sampler2D nightTex;
uniform sampler2D textureSampler;
in vec4 vs_position;
in vec2 vs_uv;
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
Fragment getFragment() {
Fragment frag;
frag.color = texture2D(textureSampler, vs_uv);// vec4(fract(vs_uv * 1), 0.4,1);
frag.depth = pscDepth(vs_position);
return frag;
}