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https://github.com/OpenSpace/OpenSpace.git
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69 lines
2.3 KiB
GLSL
69 lines
2.3 KiB
GLSL
#version 440
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uniform sampler2D texture1;
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uniform vec3 Color;
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in vec4 vs_position;
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in vec2 texCoord;
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layout(location = 2) in vec3 ge_brightness;
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out vec4 diffuse;
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#include "ABuffer/abufferStruct.hglsl"
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#include "ABuffer/abufferAddToBuffer.hglsl"
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#include "PowerScaling/powerScaling_fs.hglsl"
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//---------------------------------------------------------------------------
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vec4 bv2rgb(float bv) // RGB <0,1> <- BV <-0.4,+2.0> [-]
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{
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float t;
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vec4 c;
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// TODO CHECK: Isn't t uninitialized here?
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if (t<-0.4) t=-0.4; if (t> 2.0) t= 2.0;
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if ((bv>=-0.40)&&(bv<0.00)) { t=(bv+0.40)/(0.00+0.40); c.r=0.61+(0.11*t)+(0.1*t*t); }
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else if ((bv>= 0.00)&&(bv<0.40)) { t=(bv-0.00)/(0.40-0.00); c.r=0.83+(0.17*t) ; }
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else if ((bv>= 0.40)&&(bv<2.10)) { t=(bv-0.40)/(2.10-0.40); c.r=1.00 ; }
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if ((bv>=-0.40)&&(bv<0.00)) { t=(bv+0.40)/(0.00+0.40); c.g=0.70+(0.07*t)+(0.1*t*t); }
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else if ((bv>= 0.00)&&(bv<0.40)) { t=(bv-0.00)/(0.40-0.00); c.g=0.87+(0.11*t) ; }
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else if ((bv>= 0.40)&&(bv<1.60)) { t=(bv-0.40)/(1.60-0.40); c.g=0.98-(0.16*t) ; }
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else if ((bv>= 1.60)&&(bv<2.00)) { t=(bv-1.60)/(2.00-1.60); c.g=0.82 -(0.5*t*t); }
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if ((bv>=-0.40)&&(bv<0.40)) { t=(bv+0.40)/(0.40+0.40); c.b=1.00 ; }
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else if ((bv>= 0.40)&&(bv<1.50)) { t=(bv-0.40)/(1.50-0.40); c.b=1.00-(0.47*t)+(0.1*t*t); }
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else if ((bv>= 1.50)&&(bv<1.94)) { t=(bv-1.50)/(1.94-1.50); c.b=0.63 -(0.6*t*t); }
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return c;
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}
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//---------------------------------------------------------------------------
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void main(void)
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{
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// Something in the color calculations need to be changed because before it was dependent
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// on the gl blend functions since the abuffer was not involved
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//glDisable(GL_DEPTH_TEST);
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//glEnable(GL_BLEND);
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//glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE);
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vec4 color = bv2rgb(ge_brightness[0])/1.1;
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// color.rgb = 1/ color.rgb;
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// color.a = 1-color.a;
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diffuse = texture2D(texture1, texCoord)*color;
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//diffuse = vec4(1,1,0,1);
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///diffuse = vec4(Color, 1.0);
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vec4 position = vs_position;
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float depth = pscDepth(position);
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gl_FragDepth = depth;
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//gl_FragDepth = 10.0;
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//ABufferStruct_t frag = createGeometryFragment(vec4(1,0,0,1), position, depth);
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//ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth);
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//addToBuffer(frag);
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//discard;
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} |