Files
OpenSpace/shaders/fboPass_fs.glsl
Alexander Bock d508998b45 Merge branch 'develop' into feature/osx
Conflicts:
	ext/ghoul
2015-05-08 16:28:35 +02:00

89 lines
3.6 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* 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. *
****************************************************************************************/
#version __CONTEXT__
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform mat4 ProjectorMatrix;
uniform mat4 ModelTransform;
uniform vec2 _scaling;
uniform vec4 radius;
flat in uint vs_segments;
uniform float projectionFading;
in vec4 vs_position;
uniform vec3 boresight;
out vec4 color;
#define M_PI 3.14159265358979323846
vec4 uvToModel( float u, float v, vec4 radius, float segments){
float fj = u * segments;
float fi = v * segments;
float theta = fi * float(M_PI) / segments; // 0 -> PI
float phi = fj * float(M_PI) * 2.0f / segments;
float x = radius[0] * sin(phi) * sin(theta); //
float y = radius[1] * cos(theta); // up
float z = radius[2] * cos(phi) * sin(theta); //
return vec4(x, y, z, radius[3]);
}
#include "PowerScaling/powerScaling_vs.hglsl"
bool inRange(float x, float a, float b){
return (x >= a && x <= b);
}
void main() {
vec2 uv = vec2(0.5,0.5)*vs_position.xy+vec2(0.5,0.5);
vec4 vertex = uvToModel(uv.x, uv.y, radius, vs_segments);
vec4 raw_pos = psc_to_meter(vertex, _scaling);
vec4 projected = ProjectorMatrix * ModelTransform * raw_pos;
projected.x /= projected.w;
projected.y /= projected.w;
vec3 normal = normalize((ModelTransform*vec4(vertex.xyz,0)).xyz);
vec3 v_b = normalize(boresight);
if((inRange(projected.x, 0, 1) &&
inRange(projected.y, 0, 1)) &&
dot(v_b, normal) < 0 ) {
color = texture(texture1, projected.xy);
}else{
color = texture(texture2, uv);
color.a = projectionFading;
}
// color.a = 0.1f;//1.f - abs(uv.x - 0.55) / (0.6 - 0.5); // blending
}