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OpenSpace/shaders/PowerScaling/powerScaling_fs.hglsl
T
Alexander Bock 43851899c7 Cleanup of more copyright headers
Add debug groups and object names to the OpenGL objects in the framebuffer renderer
2020-02-13 14:59:13 +01:00

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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2020 *
* *
* 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. *
****************************************************************************************/
#ifndef POWERSCALING_FS_H_HGLSL
#define POWERSCALING_FS_H_HGLSL
#include "floatoperations.glsl"
// Observable universe is 10^27m, setting the far value to extremely high, aka 30!! ERMAHGERD!
#include "powerScalingMath.hglsl"
const float s_far = 27.0f; //= gl_DepthRange.far; // 40
const float s_farcutoff = 12.0f;
const float s_nearcutoff = 7.00f;
const float s_near = 1.00f;// gl_DepthRange.near; // 0.1
vec4 psc_normlization(vec4 invec) {
float xymax = max(invec.x,invec.y);
if(invec.z > 0.0f || invec.z < 0.0f) {
return invec / abs(invec.z);
} else if (xymax != 0.0f) {
return invec / xymax;
} else {
return invec / -.0;
}
}
float pscDepth(vec4 position) {
// For now: simply convert power scaled coordinates to a linear scale.
// TODO: get rid of power scaled coordinates and use scale graph instead.
// return (position.w + log(abs(position.z) + 1/pow(k, position.w))/log(k)) / 27.0;
return safeLength(pscToLinear(position));
}
#endif