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https://github.com/OpenSpace/OpenSpace.git
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78 lines
3.3 KiB
GLSL
78 lines
3.3 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2020 *
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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 "PowerScaling/powerScaling_fs.hglsl"
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#include "fragment.glsl"
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in vec4 vs_positionScreenSpace;
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in vec4 vs_normal;
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in vec2 vs_st;
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uniform sampler2D baseTexture;
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uniform sampler2D projectionTexture;
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uniform bool _meridianShift;
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uniform float _ambientBrightness;
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uniform float _projectionFading;
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uniform bool _hasBaseMap;
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uniform vec4 objpos;
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uniform vec3 sun_pos;
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Fragment getFragment() {
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vec2 st = vs_st;
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if (_meridianShift) {
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st.s += 0.5;
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}
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vec3 n = normalize(vs_normal.xyz);
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vec3 l_pos = sun_pos; // sun
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vec3 l_dir = normalize(l_pos - objpos.xyz);
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float intensity = min(max(5 * dot(n,l_dir), _ambientBrightness), 1);
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vec4 ambient = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 textureColor = vec4(0.2, 0.2, 0.2, 1.0);
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if (_hasBaseMap) {
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textureColor = texture(baseTexture, st);
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}
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vec4 projectionColor = texture(projectionTexture, vs_st);
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if (projectionColor.a != 0.0) {
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textureColor.rgb = mix(
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textureColor.rgb,
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projectionColor.rgb,
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min(_projectionFading, projectionColor.a)
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);
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}
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Fragment frag;
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frag.color = max(intensity * textureColor, ambient);
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frag.depth = vs_positionScreenSpace.w;
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return frag;
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}
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