mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-04-20 17:51:19 -05:00
8ad757263f
* Added initial position (far away) in the g-Buffer position. * Fixed bug with Sun's star and atmosphere.
117 lines
4.6 KiB
GLSL
117 lines
4.6 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2020 *
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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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#include "floatoperations.glsl"
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// keep in sync with renderablestars.h:ColorOption enum
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const int COLOROPTION_COLOR = 0;
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const int COLOROPTION_VELOCITY = 1;
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const int COLOROPTION_SPEED = 2;
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const int COLOROPTION_OTHERDATA = 3;
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const int COLOROPTION_FIXEDCOLOR = 4;
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uniform sampler1D colorTexture;
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uniform sampler2D psfTexture;
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uniform float alphaValue;
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uniform vec3 fixedColor;
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uniform int colorOption;
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uniform sampler1D otherDataTexture;
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uniform vec2 otherDataRange;
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uniform bool filterOutOfRange;
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in vec4 vs_position;
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in vec2 psfCoords;
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flat in vec4 ge_bvLumAbsMagAppMag;
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flat in vec3 ge_velocity;
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flat in float ge_speed;
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flat in float ge_observationDistance;
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flat in float gs_screenSpaceDepth;
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vec4 bv2rgb(float bv) {
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// BV is [-0.4,2.0]
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float t = (bv + 0.4) / (2.0 + 0.4);
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return texture(colorTexture, t);
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}
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bool isOtherDataValueInRange() {
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float t = (ge_bvLumAbsMagAppMag.x - otherDataRange.x) / (otherDataRange.y - otherDataRange.x);
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return t >= 0.0 && t <= 1.0;
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}
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vec4 otherDataValue() {
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float t = (ge_bvLumAbsMagAppMag.x - otherDataRange.x) / (otherDataRange.y - otherDataRange.x);
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t = clamp(t, 0.0, 1.0);
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return texture(otherDataTexture, t);
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}
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Fragment getFragment() {
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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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vec4 color = vec4(0.0);
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switch (colorOption) {
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case COLOROPTION_COLOR:
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color = bv2rgb(ge_bvLumAbsMagAppMag.x);
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break;
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case COLOROPTION_VELOCITY:
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color = vec4(abs(ge_velocity), 0.5);
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break;
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case COLOROPTION_SPEED:
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// @TODO Include a transfer function here ---abock
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color = vec4(vec3(ge_speed), 0.5);
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break;
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case COLOROPTION_OTHERDATA:
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if (filterOutOfRange && !isOtherDataValueInRange()) {
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discard;
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}
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else {
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color = otherDataValue();
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}
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break;
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case COLOROPTION_FIXEDCOLOR:
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color = vec4(fixedColor, 1.0);
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break;
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}
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vec4 textureColor = texture(psfTexture, 0.5 * psfCoords + 0.5);
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vec4 fullColor = vec4(color.rgb, textureColor.a);
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fullColor.a *= alphaValue;
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if (fullColor.a < 0.001) {
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discard;
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}
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Fragment frag;
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frag.color = fullColor;
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frag.depth = gs_screenSpaceDepth;
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frag.gPosition = vs_position;
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frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
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frag.disableLDR2HDR = true;
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return frag;
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}
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