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https://github.com/OpenSpace/OpenSpace.git
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75 lines
3.1 KiB
GLSL
75 lines
3.1 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2023 *
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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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flat in vec4 gs_colorMap;
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flat in float vs_screenSpaceDepth;
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in vec2 texCoord;
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in float ta;
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uniform float alphaValue;
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uniform vec3 color;
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uniform sampler2D spriteTexture;
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uniform bool hasColorMap;
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uniform bool useColorMap;
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uniform float fadeInValue;
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Fragment getFragment() {
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if (gs_colorMap.a == 0.0 || ta == 0.0 || fadeInValue == 0.0 || alphaValue == 0.0) {
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discard;
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}
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vec4 textureColor = texture(spriteTexture, texCoord);
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if (textureColor.a == 0.0) {
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discard;
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}
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vec4 fullColor = textureColor;
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if (hasColorMap && useColorMap) {
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fullColor *= gs_colorMap;
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}
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else {
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fullColor.rgb *= color;
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}
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float textureOpacity = dot(fullColor.rgb, vec3(1.0));
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if (textureOpacity == 0.0) {
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discard;
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}
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fullColor.a *= alphaValue * fadeInValue * ta;
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Fragment frag;
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frag.color = fullColor;
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frag.depth = vs_screenSpaceDepth;
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// Setting the position of the billboards to not interact with the ATM
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frag.gPosition = vec4(-1e32, -1e32, -1e32, 1.0);
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frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
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return frag;
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}
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