Files
OpenSpace/modules/spacecraftinstruments/shaders/renderablePlanetProjection_fs.glsl
Emil Axelsson 50ff2d96d2 Cleanup for Spheres and PSC (#827)
* Fade fixes
  * Clean up RenderableSphere. Add orientation properties.
  * Sane defaults for Digital Universe
  * Clean up New Horizons related code
  * Add basic scene
  * Add ability to initialize rotation as quaternion and mat3
  * Adapt legacy code to new Renderable interface
2019-04-24 13:34:49 +02:00

93 lines
3.7 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2019 *
* *
* 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 *
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* 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 *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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****************************************************************************************/
#version __CONTEXT__
#include "PowerScaling/powerScaling_vs.hglsl"
in vec2 vs_position;
layout (location = 0) out vec4 color;
layout (location = 1) out vec4 stencil;
uniform sampler2D projectionTexture;
uniform mat4 ProjectorMatrix;
uniform mat4 ModelTransform;
uniform vec2 _scaling;
uniform vec3 _radius;
uniform int _segments;
uniform vec3 boresight;
#define M_PI 3.14159265358979323846
vec4 uvToModel(vec2 uv, vec3 radius, float segments){
float fj = uv.x * segments;
float fi = (1.0 - uv.y) * segments;
float theta = fi * float(M_PI) / segments; // 0 -> PI
float phi = fj * float(M_PI) * 2.0f / segments;
float x = radius[0] * sin(theta) * cos(phi);
float y = radius[1] * sin(theta) * sin(phi);
float z = radius[2] * cos(theta);
return vec4(x, y, z, 0.0);
}
bool inRange(float x, float a, float b){
return (x >= a && x <= b);
}
void main() {
vec2 uv = (vs_position + vec2(1.0)) / vec2(2.0);
vec4 vertex = uvToModel(uv, _radius, _segments);
vec4 raw_pos = psc_to_meter(vertex, _scaling);
vec4 projected = ProjectorMatrix * ModelTransform * raw_pos;
projected.x /= projected.w;
projected.y /= projected.w;
projected = projected * 0.5 + vec4(0.5);
vec3 normal = normalize((ModelTransform * vec4(vertex.xyz, 0.0)).xyz);
vec3 v_b = normalize(boresight);
if((inRange(projected.x, 0.0, 1.0) && inRange(projected.y, 0.0, 1.0)) &&
dot(v_b, normal) < 0.0)
{
color = texture(projectionTexture, vec2(projected.x, projected.y));
stencil = vec4(1.0);
}
else {
color = vec4(0.0);
stencil = vec4(0.0);
}
}