Files
OpenSpace/modules/space/shaders/convolution_fs.glsl
Jonathas Costa c4781b01de Feature/new stars rendering (#784)
* Physically-based star rendering.
 * New Tully Pic Galaxies speck file w/o Milky Way
 * Removed PSC from stars rendering.
 * Avoiding extra calculations during shading.
 * Removed bug in billboard maximum size code.
 * New method to get the current viewport resolution. Used e.g. when rendering stereo side-by-side configuration.
 * Same as stereo stars.
 * Improved configuration.
 * Stars camera orientation.
 * Separated changes in billboards.
 * Adde min size control.
 * Setting minimum size.
 * Changed eye position. Changed data array nome inside shaders to a more accurate representation of the data.
 * Billboards reflecting actual stars sizes.
 * Scaling stars size based on luminosity, Abs Mag and size.
 * Rendering to a texture instead of fragment calculation for each star.
 * Added default parameters, new configurations and updated parameters.
 * Updated speck file handling to reflect a more general specification.
 * Added apparent magnitude from the speck files.
 * Set correct star values values for Apogee and Galah
 * Changed position from vec4 to vec3 to save GPU memory.
2019-05-17 01:16:17 +02:00

77 lines
4.5 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2019 *
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* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
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* 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 *
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#version __CONTEXT__
out vec4 renderTableColor;
in vec2 psfCoords;
in vec2 texturesCoords;
uniform int psfTextureSize;
uniform int convolvedfTextureSize;
uniform sampler2D psfTexture;
uniform sampler2D shapeTexture;
void main(void) {
float fullColor = 0.0;
// Kernel Center
//vec2 psfTextureCoords = vec2((float(psfTextureSize)/2.0 + 1.0) / float(psfTextureSize));
// fullColor += texture2D(shapeTexture, texturesCoords) *
// texture2D(psfTexture, psfTextureCoords);
float maxConvSize = float(psfTextureSize);
float convStep = 1.0 / maxConvSize;
float textureStep = 1.0 / float(convolvedfTextureSize);
for (float i = 0.0, ii = 0.0; i < maxConvSize; i += convStep, ii += textureStep) {
for (float j = 0.0, jj = 0.0; j < maxConvSize; j += convStep, jj += textureStep) {
vec2 newTexCoords = texturesCoords;
newTexCoords.x = i < 0.5 ? texturesCoords.x - ii : texturesCoords.x + ii;
newTexCoords.y = j < 0.5 ? texturesCoords.y - jj : texturesCoords.y + jj;
newTexCoords.x = newTexCoords.x > 1.0 ? 1.0 : newTexCoords.x < 0.0 ? 0.0 : newTexCoords.x;
newTexCoords.y = newTexCoords.y > 1.0 ? 1.0 : newTexCoords.y < 0.0 ? 0.0 : newTexCoords.y;
fullColor += texture2D(shapeTexture, newTexCoords).x *
texture2D(psfTexture, vec2(i, j)).x;
}
}
/*
vec2 onePixel = vec2(1.0, 1.0) / float(psfTextureSize);
vec4 fullColor =
texture2D(shapeTexture, texturesCoords + onePixel * vec2(-1, -1)) * texture2D(psfTexture, vec2(i, j)) +
texture2D(shapeTexture, texturesCoords + onePixel * vec2( 0, -1)) * texture2D(psfTexture, vec2(i, j)) +
texture2D(shapeTexture, texturesCoords + onePixel * vec2( 1, -1)) * texture2D(psfTexture, vec2(i, j)) +
texture2D(shapeTexture, texturesCoords + onePixel * vec2(-1, 0)) * texture2D(psfTexture, vec2(i, j)) +
texture2D(shapeTexture, texturesCoords + onePixel * vec2( 0, 0)) * texture2D(psfTexture, vec2(i, j)) +
texture2D(shapeTexture, texturesCoords + onePixel * vec2( 1, 0)) * texture2D(psfTexture, vec2(i, j)) +
texture2D(shapeTexture, texturesCoords + onePixel * vec2(-1, 1)) * texture2D(psfTexture, vec2(i, j)) +
texture2D(shapeTexture, texturesCoords + onePixel * vec2( 0, 1)) * texture2D(psfTexture, vec2(i, j)) +
texture2D(shapeTexture, texturesCoords + onePixel * vec2( 1, 1)) * texture2D(psfTexture, vec2(i, j));
*/
renderTableColor = vec4(fullColor/40.0);
}