mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-04-22 19:29:04 -05:00
100 lines
4.1 KiB
GLSL
100 lines
4.1 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"
|
|
//#include "floatoperations.glsl"
|
|
|
|
uniform vec3 color;
|
|
uniform float opacity = 1.0;
|
|
|
|
uniform float lineFade;
|
|
// uniform int numberOfSegments;
|
|
|
|
|
|
in vec4 viewSpacePosition;
|
|
in float vs_position_w;
|
|
|
|
in float periodFraction_f;
|
|
in float offsetPeriods;
|
|
in float vertexID_f;
|
|
|
|
// debuggers :
|
|
// in float offset;
|
|
// in float epoch;
|
|
// in float period;
|
|
// in flat double tajm;
|
|
Fragment getFragment() {
|
|
// float offsetPeriods = offset / period;
|
|
// This is now done in the fragment shader instead
|
|
// to make smooth movement between vertecies.
|
|
// We want vertexDistance to be double up to this point, I think.
|
|
// (hence the unnessesary float to float conversion)
|
|
float vertexDistance = periodFraction_f - offsetPeriods;
|
|
float vertexDistance_f = float(vertexDistance);
|
|
|
|
// This is the alternative way of calculating
|
|
// the offsetPeriods: (vertexID_perOrbit/nrOfSegments_f)
|
|
// float vertexID_perOrbit = mod(vertexID_f, numberOfSegments);
|
|
// float nrOfSegments_f = float(numberOfSegments);
|
|
// float vertexDistance = periodFraction_f - (vertexID_perOrbit/nrOfSegments_f);
|
|
|
|
if (vertexDistance_f < 0.0) {
|
|
vertexDistance_f += 1.0;
|
|
}
|
|
|
|
float invert = pow((1.0 - vertexDistance_f), lineFade);
|
|
float fade = clamp(invert, 0.0, 1.0);
|
|
|
|
// Currently even fully transparent lines can occlude other lines, thus we discard
|
|
// these fragments since debris and satellites are rendered so close to each other
|
|
if (fade < 0.05) {
|
|
discard;
|
|
}
|
|
Fragment frag;
|
|
|
|
// Use additive blending for some values to make the discarding less abrupt
|
|
if (fade < 0.15) {
|
|
frag.blend = BLEND_MODE_ADDITIVE;
|
|
}
|
|
|
|
frag.color = vec4(color, fade * opacity);
|
|
frag.depth = vs_position_w;
|
|
frag.gPosition = viewSpacePosition;
|
|
frag.gNormal = vec4(1, 1, 1, 0);
|
|
|
|
|
|
// to debug using colors use this if-statment.
|
|
// float ep = 0.01;
|
|
// if (fract(vertexID_f) < ep) {
|
|
// periodFraction < ep
|
|
// frag.color = vec4(1, 0, 0, 1);
|
|
// }
|
|
|
|
return frag;
|
|
}
|
|
|
|
|
|
|
|
|