Files
OpenSpace/modules/digitaluniverse/shaders/plane_fs.glsl
T
2020-02-10 21:51:01 +01:00

65 lines
3.0 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2020 *
* *
* 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 "fragment.glsl"
in float vs_screenSpaceDepth;
in vec2 vs_st;
uniform sampler2D galaxyTexture;
//uniform bool additiveBlending;
uniform float alphaValue;
uniform float fadeInValue;
Fragment getFragment() {
Fragment frag;
// if (gl_FrontFacing) {
// frag.color = texture(galaxyTexture, vs_st);
// }
// else {
// frag.color = texture(galaxyTexture, vec2(1 - vs_st.s, vs_st.t));
// }
frag.color = texture(galaxyTexture, vs_st);
frag.color *= alphaValue;
frag.color *= fadeInValue;
if (frag.color.a == 0.0) {
discard;
}
// if (additiveBlending) {
// frag.blend = BLEND_MODE_ADDITIVE;
// }
//frag.color = texture(galaxyTexture, vs_st);
frag.depth = vs_screenSpaceDepth;
frag.gPosition = vec4(vs_screenSpaceDepth, vs_screenSpaceDepth, vs_screenSpaceDepth, 1.0);
frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
return frag;
}