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OpenSpace/modules/iswa/shaders/dataplane_fs.glsl
T
Sebastian Piwell 294773b2cb Updated shaders
2016-06-14 13:53:24 -04:00

91 lines
3.7 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* 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. *
****************************************************************************************/
uniform float time;
// uniform sampler2D texture1;
uniform sampler2D textures[6];
uniform sampler2D transferFunctions[6];
// uniform sampler2D tf;
// uniform sampler2D tfs[6];
uniform int numTextures;
uniform int numTransferFunctions;
uniform bool averageValues;
uniform vec2 backgroundValues;
uniform float transparency;
// uniform float background;
in vec2 vs_st;
in vec4 vs_position;
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
Fragment getFragment() {
vec4 position = vs_position;
float depth = pscDepth(position);
vec4 transparent = vec4(0.0f);
vec4 diffuse = transparent;
float v = 0;
float x = backgroundValues.x;
float y = backgroundValues.y;
if((numTransferFunctions == 1) || (numTextures > numTransferFunctions)){
for(int i=0; i<numTextures; i++){
v += texture(textures[i], vs_st).r;
}
v /= numTextures;
vec4 color = texture(transferFunctions[0], vec2(v,0));
if((v<(x+y)) && v>(x-y))
color = transparent;
// color = mix(transparent, color, clamp(1,0,abs(v-x)));
diffuse = color;
}else{
for(int i=0; i<numTextures; i++){
v = texture(textures[i], vs_st).r;
vec4 color = texture(transferFunctions[i], vec2(v,0));
if((v<(x+y)) && v>(x-y))
color = transparent;
// color = mix(transparent, color, clamp(1,0,abs(v-x)));
diffuse += color;
}
}
if(numTextures == 0) diffuse = transparent;
if (diffuse.a <= backgroundValues.y)
discard;
diffuse.a *= transparency;
Fragment frag;
frag.color = diffuse;
frag.depth = depth;
return frag;
}