Files
OpenSpace/shaders/nighttexture_fs.glsl
Anton Arbring bc591b2bdb Made night texture only be loaded if one exists, added new shader for planets with a night texture.
Also added plane & image plane shader programs to the general shader declaration in scene.cpp
2015-04-22 15:41:55 -04:00

87 lines
3.5 KiB
GLSL

/*****************************************************************************************
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* OpenSpace *
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* Copyright (c) 2014 *
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#version __CONTEXT__
uniform vec4 campos;
uniform vec4 objpos;
uniform vec3 sun_pos;
uniform bool _performShading = true;
uniform float transparency;
uniform int shadows;
uniform float time;
uniform sampler2D texture1;
uniform sampler2D nightTex;
in vec2 vs_st;
in vec2 vs_nightTex;
in vec4 vs_normal;
in vec4 vs_position;
#include "ABuffer/abufferStruct.hglsl"
#include "ABuffer/abufferAddToBuffer.hglsl"
#include "PowerScaling/powerScaling_fs.hglsl"
void main()
{
vec4 position = vs_position;
float depth = pscDepth(position);
vec4 diffuse = texture(texture1, vs_st);
vec4 diffuse2 = texture(nightTex, vs_st);
if (_performShading) {
// directional lighting
vec3 origin = vec3(0.0);
vec4 spec = vec4(0.0);
vec3 n = normalize(vs_normal.xyz);
//vec3 e = normalize(camdir);
vec3 l_pos = vec3(sun_pos); // sun.
vec3 l_dir = normalize(l_pos-objpos.xyz);
float intensity = min(max(5*dot(n,l_dir), 0.0), 1);
float darkSide = min(max(5*dot(n,-l_dir), 0.0), 1);
float shine = 0.0001;
vec4 specular = vec4(0.5);
vec4 ambient = vec4(0.0,0.0,0.0,transparency);
vec4 daytex = max(intensity * diffuse, ambient);
vec4 mixtex = mix(diffuse, diffuse2, (1+dot(n,-l_dir))/2);
diffuse = (daytex*2 + mixtex)/3;
diffuse[3] = transparency;
ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth);
addToBuffer(frag);
}
else {
diffuse[3] = transparency;
ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth);
addToBuffer(frag);
}
}