Files
OpenSpace/modules/base/shaders/path_gs.glsl
2016-04-20 15:21:30 -04:00

108 lines
4.2 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. *
****************************************************************************************/
#version __CONTEXT__
const vec2 corners[4] = vec2[4](
vec2(0.0, 1.0),
vec2(0.0, 0.0),
vec2(1.0, 1.0),
vec2(1.0, 0.0)
);
#include "PowerScaling/powerScalingMath.hglsl"
#include <${SHADERS_GENERATED}/constants.hglsl>:notrack
layout(points) in;
layout(points, max_vertices = 4) out;
uniform mat4 ViewProjection;
layout(location = 0) in vec4 vs_point_position[];
//out flat int isHour;
layout(location = 1) in flat int isHour[];
layout(location = 2) in vec4 vs_point_color[];
layout(location = 0) out vec4 gs_point_position;
layout(location = 1) out vec4 gs_point_color;
//out flat int isHour;
//out float billboardSize;
uniform mat4 projection;
//uniform float scaleFactor;
void main() {
gs_point_color = vs_point_color[0];
gs_point_position = vs_point_position[0];
//gs_point_position = gl_in[0].gl_Position;
if (isHour[0] == 1) {
/*vec4 projPos[4];
for (int i = 0; i < 4; ++i) {
vec4 p1 = gl_in[0].gl_Position;
p1.xy += vec2(99999999*(corners[i] - vec2(0.5)));
projPos[i] = ViewProjection * p1;
}
// Calculate the positions of the lower left and upper right corners of the
// billboard in screen-space
const vec2 screenSize = vec2(SCREEN_WIDTH, SCREEN_HEIGHT);
vec2 ll = (((projPos[1].xy / projPos[1].w) + 1) / 2) * screenSize;
vec2 ur = (((projPos[2].xy / projPos[2].w) + 1) / 2) * screenSize;
// The billboard is smaller than one pixel, we can discard it
vec2 distance = abs(ll - ur);
float sizeInPixels = length(distance);
//if (sizeInPixels < 3)
// return;
for(int i = 0; i < 4; i++) {
gs_point_position = gl_in[0].gl_Position;
gl_Position = projPos[i];
// billboardSize = sizeInPixels;
EmitVertex();
}
for(int i = 0; i < 4; i++) {
gl_Position = gl_in[0].gl_Position;;
// billboardSize = sizeInPixels;
}*/
gl_Position = gl_in[0].gl_Position;
EmitVertex();
EndPrimitive();
}
else {
gl_Position = gl_in[0].gl_Position;
EmitVertex();
EndPrimitive();
return;
}
}