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OpenSpace/modules/globebrowsing/shaders/globalclipmappatch_fs.glsl
T
2016-05-05 19:32:59 -04:00

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4.4 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. *
****************************************************************************************/
/*
// Heightmap coverage
uniform sampler2D textureSamplerHeight00;
uniform sampler2D textureSamplerHeight10;
uniform sampler2D textureSamplerHeight01;
uniform sampler2D textureSamplerHeight11;
uniform mat3 uvTransformPatchToTileHeight00;
uniform mat3 uvTransformPatchToTileHeight10;
uniform mat3 uvTransformPatchToTileHeight01;
uniform mat3 uvTransformPatchToTileHeight11;
*/
// Colortexture coverage
uniform sampler2D textureSamplerColor00;
uniform sampler2D textureSamplerColor10;
uniform sampler2D textureSamplerColor01;
uniform sampler2D textureSamplerColor11;
uniform mat3 uvTransformPatchToTileColor00;
uniform mat3 uvTransformPatchToTileColor10;
uniform mat3 uvTransformPatchToTileColor01;
uniform mat3 uvTransformPatchToTileColor11;
uniform uvec2 texture00DimensionsColor;
uniform uvec2 texture10DimensionsColor;
uniform uvec2 texture01DimensionsColor;
uniform uvec2 texture11DimensionsColor;
//uniform int segmentsPerPatch;
in vec4 vs_position;
in vec3 fs_position;
in vec2 fs_uv;
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
Fragment getFragment() {
Fragment frag;
frag.color = vec4(0);
vec4 color00, color10, color01, color11;
vec2 uv00 = vec2(uvTransformPatchToTileColor00 * vec3(fs_uv.s, fs_uv.t, 1));
vec2 uv10 = vec2(uvTransformPatchToTileColor10 * vec3(fs_uv.s, fs_uv.t, 1));
vec2 uv01 = vec2(uvTransformPatchToTileColor01 * vec3(fs_uv.s, fs_uv.t, 1));
vec2 uv11 = vec2(uvTransformPatchToTileColor11 * vec3(fs_uv.s, fs_uv.t, 1));
vec2 d00 = 1 / vec2(texture00DimensionsColor);
vec2 d10 = 1 / vec2(texture10DimensionsColor);
vec2 d01 = 1 / vec2(texture01DimensionsColor);
vec2 d11 = 1 / vec2(texture11DimensionsColor);
if (uv00.x > -d00.x && uv00.x < 1 + d00.x && uv00.y > -d00.y && uv00.y < 1 + d00.y)
color00 = texture(textureSamplerColor00, uv00);
if (uv10.x > -d10.x && uv10.x < 1 + d10.x && uv10.y > -d10.y && uv10.y < 1 + d10.y)
color10 = texture(textureSamplerColor10, uv10);
if (uv01.x > -d01.x && uv01.x < 1 + d01.x && uv01.y > -d01.y && uv01.y < 1 + d01.y)
color01 = texture(textureSamplerColor01, uv01);
if (uv11.x > -d11.x && uv11.x < 1 + d11.x && uv11.y > -d11.y && uv11.y < 1 + d11.y)
color11 = texture(textureSamplerColor11, uv11);
frag.color = max(color00, max(color10, max(color01, color11)));
//frag.color = vec4(frag.color.r, frag.color.r, frag.color.r, 1);
frag.depth = vs_position.w;
return frag;
}