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https://github.com/OpenSpace/OpenSpace.git
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108 lines
4.2 KiB
GLSL
108 lines
4.2 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2016 *
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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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#version __CONTEXT__
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const vec2 corners[4] = vec2[4](
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vec2(0.0, 1.0),
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vec2(0.0, 0.0),
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vec2(1.0, 1.0),
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vec2(1.0, 0.0)
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);
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#include "PowerScaling/powerScalingMath.hglsl"
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#include <${SHADERS_GENERATED}/constants.hglsl>:notrack
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layout(points) in;
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layout(points, max_vertices = 4) out;
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uniform mat4 ViewProjection;
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layout(location = 0) in vec4 vs_point_position[];
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//out flat int isHour;
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layout(location = 1) in flat int isHour[];
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layout(location = 2) in vec4 vs_point_color[];
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layout(location = 0) out vec4 gs_point_position;
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layout(location = 1) out vec4 gs_point_color;
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//out flat int isHour;
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//out float billboardSize;
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uniform mat4 projection;
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//uniform float scaleFactor;
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void main() {
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gs_point_color = vs_point_color[0];
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gs_point_position = vs_point_position[0];
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//gs_point_position = gl_in[0].gl_Position;
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if (isHour[0] == 1) {
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/*vec4 projPos[4];
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for (int i = 0; i < 4; ++i) {
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vec4 p1 = gl_in[0].gl_Position;
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p1.xy += vec2(99999999*(corners[i] - vec2(0.5)));
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projPos[i] = ViewProjection * p1;
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}
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// Calculate the positions of the lower left and upper right corners of the
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// billboard in screen-space
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const vec2 screenSize = vec2(SCREEN_WIDTH, SCREEN_HEIGHT);
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vec2 ll = (((projPos[1].xy / projPos[1].w) + 1) / 2) * screenSize;
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vec2 ur = (((projPos[2].xy / projPos[2].w) + 1) / 2) * screenSize;
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// The billboard is smaller than one pixel, we can discard it
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vec2 distance = abs(ll - ur);
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float sizeInPixels = length(distance);
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//if (sizeInPixels < 3)
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// return;
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for(int i = 0; i < 4; i++) {
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gs_point_position = gl_in[0].gl_Position;
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gl_Position = projPos[i];
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// billboardSize = sizeInPixels;
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EmitVertex();
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}
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for(int i = 0; i < 4; i++) {
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gl_Position = gl_in[0].gl_Position;;
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// billboardSize = sizeInPixels;
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}*/
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gl_Position = gl_in[0].gl_Position;
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EmitVertex();
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EndPrimitive();
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}
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else {
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gl_Position = gl_in[0].gl_Position;
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EmitVertex();
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EndPrimitive();
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return;
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}
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}
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