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OpenSpace/modules/globebrowsing/shaders/multipletexturestest_fs.glsl

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3.2 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* 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 <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
#define NUMLAYERS_COLORTEXTURE #{numLayersColor}
#define NUMLAYERS_HEIGHTMAP #{numLayersHeight}
uniform TextureTile colorTiles[NUMLAYERS_COLORTEXTURE];
in vec4 fs_position;
in vec2 fs_uv;
vec4 blendOver(vec4 oldColor, vec4 newColor)
{
vec4 toReturn;
toReturn.rgb =
(newColor.rgb * newColor.a + oldColor.rgb * oldColor.a * (1 - newColor.a)) /
(newColor.a + oldColor.a * (1 - newColor.a));
toReturn.a = newColor.a + oldColor.a * (1 - newColor.a);
return toReturn;
}
Fragment getFragment() {
Fragment frag;
for (int i = 0; i < NUMLAYERS_COLORTEXTURE; ++i)
{
vec2 samplePos =
colorTile.uvTransform.uvScale * fs_uv +
colorTile.uvTransform.uvOffset;
vec4 colorSample = texture(colorTile.textureSampler, samplePos);
frag.color = blendOver(frag.color, colorSample);
}
//frag.color.rgb *= 10;
// Sample position overlay
//frag.color = frag.color * 0.9 + 0.2*vec4(samplePos, 0, 1);
// Border overlay
//frag.color = frag.color + patchBorderOverlay(fs_uv, vec3(0.5, 0.5, 0.5), 0.02);
frag.depth = fs_position.w;
return frag;
}