Files
OpenSpace/shaders/star_fs.glsl

97 lines
3.9 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. *
****************************************************************************************/
#version __CONTEXT__
// keep in sync with renderablestars.h:ColorOption enum
const int COLOROPTION_COLOR = 0;
const int COLOROPTION_VELOCITY = 1;
const int COLOROPTION_SPEED = 2;
uniform sampler2D psfTexture;
uniform sampler1D colorTexture;
uniform vec3 Color;
uniform int colorOption;
layout(location = 0) in vec4 vs_position;
layout(location = 1) in vec3 ge_brightness;
layout(location = 2) in vec3 ge_velocity;
layout(location = 3) in float ge_speed;
layout(location = 4) in vec2 texCoord;
#include "ABuffer/abufferStruct.hglsl"
#include "ABuffer/abufferAddToBuffer.hglsl"
#include "PowerScaling/powerScaling_fs.hglsl"
//---------------------------------------------------------------------------
vec4 bv2rgb(float bv) {
// BV is [-0.4,2.0]
float t = (bv + 0.4) / (2.0 + 0.4);
return texture(colorTexture, t);
}
void main() {
// Something in the color calculations need to be changed because before it was dependent
// on the gl blend functions since the abuffer was not involved
vec4 color = vec4(0.0);
switch (colorOption) {
case COLOROPTION_COLOR:
color = bv2rgb(ge_brightness[0].x);
break;
case COLOROPTION_VELOCITY:
color = vec4(abs(ge_velocity), 0.5);
break;
case COLOROPTION_SPEED:
// @TODO Include a transfer function here ---abock
color = vec4(vec3(ge_speed), 0.5);
break;
}
// color.rgb = 1/ color.rgb;
// color.a = 1-color.a;
framebuffer_output_color = texture(psfTexture, texCoord) * color;
// framebuffer_output_color = vec4(1.0, 0.0, 0.0, 1.0);
// framebuffer_output_color = vec4(ge_velocity, 1.0);
//diffuse = vec4(1,1,0,1);
///diffuse = vec4(Color, 1.0);
vec4 position = vs_position;
float depth = pscDepth(position);
gl_FragDepth = depth;
//ABufferStruct_t frag = createGeometryFragment(vec4(1,0,0,1), position, depth);
//ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth);
//addToBuffer(frag);
//discard;
}