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https://github.com/OpenSpace/OpenSpace.git
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0e49606706
Add all available Science-on-a-Sphere datasets from their public FTP as assets. Many of the datasets include large files that are downloaded the first time the asset is loaded
49 lines
2.5 KiB
GLSL
49 lines
2.5 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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#include "fragment.glsl"
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#include "PowerScaling/powerScaling_fs.hglsl"
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in vec2 vs_st;
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in float vs_depth;
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uniform sampler2D tex;
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uniform vec3 color = vec3(1.0);
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uniform float opacity = 1.0;
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uniform vec4 backgroundColor = vec4(0.0);
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Fragment getFragment() {
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Fragment frag;
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vec4 texColor = texture(tex, vs_st) * vec4(color, opacity);
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frag.color = texColor.a * texColor + (1.0 - texColor.a) * backgroundColor;
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if (frag.color.a == 0.0) {
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discard;
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}
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frag.depth = vs_depth;
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return frag;
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}
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