mirror of
https://github.com/OpenSpace/OpenSpace.git
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89 lines
3.6 KiB
GLSL
89 lines
3.6 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2022 *
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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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#version __CONTEXT__
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#include "PowerScaling/powerScaling_vs.hglsl"
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in vec2 vs_position;
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layout (location = 0) out vec4 color;
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layout (location = 1) out vec4 stencil;
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uniform sampler2D projectionTexture;
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uniform mat4 ProjectorMatrix;
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uniform mat4 ModelTransform;
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uniform vec3 radius;
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uniform int segments;
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uniform vec3 boresight;
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const float M_PI = 3.14159265358979323846;
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vec4 uvToModel(vec2 uv, vec3 radius, float segments) {
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float fj = uv.x * segments;
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float fi = (1.0 - uv.y) * segments;
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float theta = fi * M_PI / segments; // 0 -> PI
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float phi = fj * M_PI * 2.0 / segments;
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float x = radius.x * sin(theta) * cos(phi);
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float y = radius.y * sin(theta) * sin(phi);
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float z = radius.z * cos(theta);
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return vec4(x, y, z, 0.0);
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}
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bool inRange(float x, float a, float b) {
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return (x >= a && x <= b);
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}
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void main() {
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vec2 uv = (vs_position + vec2(1.0)) / vec2(2.0);
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vec4 vertex = uvToModel(uv, radius, segments);
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vec4 raw_pos = psc_to_meter(vertex, vec2(1.0, 0.0));
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vec4 projected = ProjectorMatrix * ModelTransform * raw_pos;
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projected.x /= projected.w;
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projected.y /= projected.w;
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projected = projected * 0.5 + vec4(0.5);
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vec3 normal = normalize((ModelTransform * vec4(vertex.xyz, 0.0)).xyz);
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vec3 v_b = normalize(boresight);
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if ((inRange(projected.x, 0.0, 1.0) && inRange(projected.y, 0.0, 1.0)) &&
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dot(v_b, normal) < 0.0)
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{
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color = texture(projectionTexture, vec2(projected.x, projected.y));
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stencil = vec4(1.0);
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}
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else {
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color = vec4(0.0);
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stencil = vec4(0.0);
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}
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}
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