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

56 lines
2.7 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. *
****************************************************************************************/
uniform float time;
uniform sampler2D texture1;
in vec2 vs_st;
in vec4 vs_positionScreenSpace;
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
Fragment getFragment() {
vec4 diffuse;
if(gl_FrontFacing)
diffuse = texture(texture1, vs_st);
else
diffuse = texture(texture1, vec2(1-vs_st.s,vs_st.t));
//vec4 diffuse = vec4(1,vs_st,1);
//vec4 diffuse = vec4(1,0,0,1);
// if(position.w > 9.0) {
// diffuse = vec4(1,0,0,1);
// }
if (diffuse.a == 0.0)
discard;
Fragment frag;
frag.color = diffuse;
frag.depth = vs_positionScreenSpace.w;
return frag;
}