Files
OpenSpace/modules/base/shaders/deltaE_calc_fs.glsl

48 lines
2.6 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* 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. *
****************************************************************************************/
#include "atmosphere_common.glsl"
#include "fragment.glsl"
#include "PowerScaling/powerScalingMath.hglsl"
layout(location = 1) out vec4 renderTableColor;
// See paper algorithm
uniform int line;
uniform sampler2D deltaETexture;
Fragment getFragment() {
if (line == 4)
renderTableColor = vec4(0.0);
else if (line == 10) {
vec2 uv = gl_FragCoord.xy / vec2(OTHER_TEXTURES_W, OTHER_TEXTURES_H);
renderTableColor = texture(deltaETexture, uv);
}
Fragment frag;
frag.color = vec4(1.0);
frag.depth = 1.0;
return frag;
}