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89 lines
3.6 KiB
GLSL
89 lines
3.6 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version __CONTEXT__
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform mat4 ProjectorMatrix;
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uniform mat4 ModelTransform;
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uniform vec2 _scaling;
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uniform vec4 radius;
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flat in uint vs_segments;
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uniform float projectionFading;
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in vec4 vs_position;
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uniform vec3 boresight;
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out vec4 color;
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#define M_PI 3.14159265358979323846
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vec4 uvToModel( float u, float v, vec4 radius, float segments){
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float fj = u * segments;
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float fi = v * segments;
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float theta = fi * float(M_PI) / segments; // 0 -> PI
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float phi = fj * float(M_PI) * 2.0f / segments;
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float x = radius[0] * sin(phi) * sin(theta); //
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float y = radius[1] * cos(theta); // up
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float z = radius[2] * cos(phi) * sin(theta); //
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return vec4(x, y, z, radius[3]);
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}
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#include "PowerScaling/powerScaling_vs.hglsl"
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bool inRange(float x, float a, float b){
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return (x >= a && x <= b);
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}
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void main() {
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vec2 uv = vec2(0.5,0.5)*vs_position.xy+vec2(0.5,0.5);
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vec4 vertex = uvToModel(uv.x, uv.y, radius, vs_segments);
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vec4 raw_pos = psc_to_meter(vertex, _scaling);
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vec4 projected = ProjectorMatrix * ModelTransform * raw_pos;
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projected.x /= projected.w;
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projected.y /= projected.w;
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vec3 normal = normalize((ModelTransform*vec4(vertex.xyz,0)).xyz);
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vec3 v_b = normalize(boresight);
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if((inRange(projected.x, 0, 1) &&
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inRange(projected.y, 0, 1)) &&
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dot(v_b, normal) < 0 ) {
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color = texture(texture1, projected.xy);
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}else{
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color = texture(texture2, uv);
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color.a = projectionFading;
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}
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// color.a = 0.1f;//1.f - abs(uv.x - 0.55) / (0.6 - 0.5); // blending
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} |