mirror of
https://github.com/OpenSpace/OpenSpace.git
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177 lines
5.6 KiB
GLSL
177 lines
5.6 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2021 *
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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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#include "fragment.glsl"
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uniform sampler2D texture1;
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uniform bool drawCircles;
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uniform bool drawHollow;
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uniform bool useGaussian;
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uniform bool usingCameraPerspective;
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//uniform float testChange;
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uniform bool pulsatingAlways;
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uniform bool usingPulse;
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uniform bool usingGaussianPulse;
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uniform vec3 cameraPos;
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uniform vec4 streamColor;
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in vec2 vs_st;
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in vec4 vs_color;
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in float vs_depth;
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in float vs_closeToEarth;
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in flat double vs_time;
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in float camera_IsCloseEnough;
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Fragment getFragment() {
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vec4 fragColor = vs_color;
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if (vs_color.a == 0) {
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discard;
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// //fragColor = vec4(1.0,1.0,1.0,1.0);
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}
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vec2 pos = vec2(0.5)-vs_st;
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float r = length(pos)*2.0;
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float a = atan(pos.y,pos.x);
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float f = cos(a*3.);
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vec3 color = vec3(0.0);
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color = vec3( 1.-smoothstep(f,f, r) );
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//fragColor = vec4(color, 1.0);
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//hÄr
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Fragment frag;
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frag.depth = vs_depth;
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frag.color = fragColor;
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vec2 coord = gl_PointCoord - vec2(0.5);
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// if(camera_IsCloseEnough > 0.5){
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/*zif(length(coord.x) > 0.15){
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if(length(coord.y) > 0.15){
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discard;
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}
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}*/
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if(drawCircles){
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if(length(coord) > 0.5){
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discard;
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}
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}
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// if(vs_closeToEarth > 0.5){
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if(drawHollow &&
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length(coord) < 0.4 &&
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(vs_closeToEarth > 0.5 ||
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distance(cameraPos, vec3(0)) < 500000000000.0f)){
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//frag.color.xyz = streamColor.xyz;
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if(usingGaussianPulse &&
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usingCameraPerspective &&
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vs_closeToEarth > 0.5){
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if(length(coord) < 0.3 &&
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(pulsatingAlways ||
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camera_IsCloseEnough > 0.5)){
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float e = 2.718055f;
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float y = 1 * pow(e, -(pow(length(coord), 2)) /( 2 * pow(0.2, 2)));
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if(y < 0.05){
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discard;
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}
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frag.color.a = y;
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}
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}
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else{
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discard;
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}
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}
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float e = 2.718055f;
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if(useGaussian){
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float y = 1 * pow(e, - (pow(length(coord), 2)) /( 2 * pow(0.2, 2)));
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if(y < 0.05){
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discard;
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}
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frag.color.a = y;
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}
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if(usingPulse &&
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usingCameraPerspective &&
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vs_closeToEarth > 0.5 &&
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(pulsatingAlways || camera_IsCloseEnough > 0.5) &&
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length(coord) > 0.46){
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//0.46 (without vec4(1, 1, 1, 1)), 0.4, 0.32
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//frag.color = vec4(1,1,1,1); //Here!
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float speed = 60.0f;
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int modulusResult = int(double(speed) * vs_time) % 60;
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if(modulusResult > 0 && modulusResult < 30){
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discard;
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}
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}
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//homecooked solution to get similar to normal distribution
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/*
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float alphaV = sqrt(pow(1 - length(coord), 3));
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alphaV = pow(alphaV, 3);
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if(alphaV < 0.1){
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discard;
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}
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*/
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//else{
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//frag.color.a = alphaV;
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//}
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//vec2 coord = gl_PointCoord;
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/*
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vec2 coord = gl_PointCoord;
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if(coord.y > 0.5){
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discard;
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}
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*/
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//if(vs_st.x != -1){
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//if (gl_FrontFacing) {
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// frag.color = texture(texture1, vs_st);
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// }
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// else {
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// frag.color = texture(texture1, vec2(1 - vs_st.s, vs_st.t));
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// }
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// }
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// G-Buffer
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// frag.gPosition = vec4(0.0); //vs_gPosition;
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frag.gPosition = vec4(1e27, 1e27, 1e27, 1.0);
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frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
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// There is no normal here
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// TODO: Add the correct normal if necessary (JCC)
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//frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0);
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return frag;
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}
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