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https://github.com/OpenSpace/OpenSpace.git
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102 lines
4.4 KiB
GLSL
102 lines
4.4 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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layout(points) in;
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layout(points, max_vertices = 1) out; // Draw points
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//layout(triangle_strip, max_vertices = 4) out; // Draw quads
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layout(location = 2) in vec3 vs_brightness[];
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layout(location = 2) out vec3 ge_brightness[];
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float spriteSize = 0.1; // set here for now.
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out vec2 texCoord;
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out float scale;
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in vec4 psc_position[];
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in vec4 campos[];
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float k = 10.f;
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vec4 psc_addition(vec4 v1, vec4 v2) {
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float ds = v2.w - v1.w;
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if(ds >= 0) {
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float p = pow(k,-ds);
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return vec4(v1.x*p + v2.x, v1.y*p + v2.y, v1.z*p + v2.z, v2.w);
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} else {
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float p = pow(k,ds);
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return vec4(v1.x + v2.x*p, v1.y + v2.y*p, v1.z + v2.z*p, v1.w);
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}
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}
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float log10( float x ){ return log(x) / log(10); }
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void main(){
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ge_brightness[0] = vs_brightness[0];
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float distToPoint = 1;
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float radius = 2f;
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// EMIT POINT
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gl_Position = gl_in[0].gl_Position;
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// right now only threshing with absolute magnitude.
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float absMag = 1.0f;
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if(vs_brightness[0].x < 0.0) absMag = 3;
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if(vs_brightness[0].x < -3.0) absMag = 6;
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if(vs_brightness[0].x < -6.0) absMag = 9;
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// float M = vs_brightness[0][0]; // get ABSOLUTE magnitude (x param)
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float M = vs_brightness[0][2]; // if NOT running test-target.
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vec4 cam = vec4(-campos[0].xyz, campos[0].w); // get negative camera position
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// does swizzle work?? FFS! do it manually:
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vec4 pos = psc_position[0]; // get OK star position
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vec4 result = psc_addition(pos, cam); // compute vec from camera to position
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float x, y, z, w;
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x = result[0];
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y = result[1];
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z = result[2];
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w = result[3];
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// I dont trust the legnth function at this point
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vec2 pc = vec2(sqrt(x*x +y*y + z*z), result[3]); // form vec2
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pc[0] *= 0.324077929; // convert meters -> parsecs
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pc[1] += -18;
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float pc_psc = pc[0] * pow(10, pc[1]); // psc scale out
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float apparent = (M - 5.0f * (1.f - log10(pc_psc))); // formula, get appMagnitude.
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vec4 P = gl_in[0].gl_Position;
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float weight = 0.1f; // otherwise this takes over.
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float depth = -P.z;
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//depth *= pow(apparent,6);
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//if(round(apparent) > 10)
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scale = -apparent*weight;
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gl_PointSize = -apparent*0.3;
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EmitVertex();
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EndPrimitive();
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}
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