Files
OpenSpace/modules/digitaluniverse/shaders/billboard_fs.glsl
T

75 lines
3.1 KiB
GLSL

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