Files
OpenSpace/modules/globebrowsing/shaders/rings_fs.glsl
Emma Broman 66719c0881 Rename 'transparency' to 'colorFilter' in the ring classes
to avoid confusion with opacity name change. Also, the 'transparency'
used in the rings had a diffrent meaning than for the rest of the
rendered objects. It affects the filtering of the color values.
2020-07-10 11:25:18 +02:00

129 lines
5.9 KiB
GLSL

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#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
#define NSSamplesMinusOne #{nShadowSamples}
#define NSSamples (NSSamplesMinusOne + 1)
in vec2 vs_st;
in float vs_screenSpaceDepth;
in vec4 shadowCoords;
uniform sampler2DShadow shadowMapTexture;
uniform sampler1D ringTexture;
uniform vec2 textureOffset;
uniform float colorFilterValue;
uniform vec3 sunPosition;
uniform float _nightFactor;
uniform float zFightingPercentage;
// temp
in vec4 fragPosInLightSpace;
Fragment getFragment() {
// Moving the origin to the center
vec2 st = (vs_st - vec2(0.5)) * 2.0;
// The length of the texture coordinates vector is our distance from the center
float radius = length(st);
// We only want to consider ring-like objects so we need to discard everything else
if (radius > 1.0) {
discard;
}
// Remapping the texture coordinates
// Radius \in [0,1], texCoord \in [textureOffset.x, textureOffset.y]
// textureOffset.x -> 0
// textureOffset.y -> 1
float texCoord = (radius - textureOffset.x) / (textureOffset.y - textureOffset.x);
if (texCoord < 0.f || texCoord > 1.f) {
discard;
}
vec4 diffuse = texture(ringTexture, texCoord);
// divided by 3 as length of vec3(1.0, 1.0, 1.0) will return 3 and we want
// to normalize the alpha value to [0,1]
float colorValue = length(diffuse.rgb) / 3.0;
if (colorValue < colorFilterValue) {
diffuse.a = colorValue * colorFilterValue;
if (diffuse.a < 0.65)
discard;
}
// shadow == 1.0 means it is not in shadow
float shadow = 1.0;
if ( shadowCoords.z >= 0 ) {
vec4 normalizedShadowCoords = shadowCoords;
normalizedShadowCoords.z = normalizeFloat(zFightingPercentage * normalizedShadowCoords.w);
normalizedShadowCoords.xy = normalizedShadowCoords.xy / normalizedShadowCoords.w;
normalizedShadowCoords.w = 1.0;
float sum = 0;
#for i in 0..#{nShadowSamples}
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, -NSSamples + #{i}));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, 0));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, NSSamples - #{i}));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0 , -NSSamples + #{i}));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0 , NSSamples - #{i}));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, -NSSamples + #{i}));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, 0));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, NSSamples - #{i}));
#endfor
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(0, 0));
shadow = clamp(sum / (8.0 * NSSamples + 1.f), 0.35, 1.0);
}
// The normal for the one plane depends on whether we are dealing
// with a front facing or back facing fragment
vec3 normal;
// The plane is oriented on the xz plane
// WARNING: This might not be the case for Uranus
if (gl_FrontFacing) {
normal = vec3(-1.0, 0.0, 0.0);
}
else {
normal = vec3(1.0, 0.0, 0.0);
}
// Reduce the color of the fragment by the user factor
// if we are facing away from the Sun
if (dot(sunPosition, normal) < 0) {
diffuse.xyz *= _nightFactor;
}
Fragment frag;
frag.color = diffuse * shadow;
frag.depth = vs_screenSpaceDepth;
frag.gPosition = vec4(1e30, 1e30, 1e30, 1.0);
frag.gNormal = vec4(normal, 1.0);
return frag;
}