Files
OpenSpace/modules/space/shaders/debrisViz_fs.glsl
T
2020-02-14 19:37:06 +01:00

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 *
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****************************************************************************************/
#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;
}