Files
OpenSpace/modules/space/shaders/psfToTexture_fs.glsl
Jonathas Costa c4781b01de Feature/new stars rendering (#784)
* Physically-based star rendering.
 * New Tully Pic Galaxies speck file w/o Milky Way
 * Removed PSC from stars rendering.
 * Avoiding extra calculations during shading.
 * Removed bug in billboard maximum size code.
 * New method to get the current viewport resolution. Used e.g. when rendering stereo side-by-side configuration.
 * Same as stereo stars.
 * Improved configuration.
 * Stars camera orientation.
 * Separated changes in billboards.
 * Adde min size control.
 * Setting minimum size.
 * Changed eye position. Changed data array nome inside shaders to a more accurate representation of the data.
 * Billboards reflecting actual stars sizes.
 * Scaling stars size based on luminosity, Abs Mag and size.
 * Rendering to a texture instead of fragment calculation for each star.
 * Added default parameters, new configurations and updated parameters.
 * Updated speck file handling to reflect a more general specification.
 * Added apparent magnitude from the speck files.
 * Set correct star values values for Apogee and Galah
 * Changed position from vec4 to vec3 to save GPU memory.
2019-05-17 01:16:17 +02:00

68 lines
3.3 KiB
GLSL

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#version __CONTEXT__
//layout(location = 1) out vec4 renderTableColor;
out vec4 renderTableColor;
uniform int psfMethod;
uniform float p0Param;
uniform float p1Param;
uniform float p2Param;
uniform float alphaConst;
uniform float FWHM;
uniform float betaConstant;
in vec2 psfCoords;
void main(void) {
vec4 fullColor = vec4(0.0, 0.0, 0.0, 1.0);
if (psfMethod == 0) {
// PSF Functions from paper: Physically-Based Galre Effects for Digital
// Images - Spencer, Shirley, Zimmerman and Greenberg.
float theta = sqrt((psfCoords.y*psfCoords.y + psfCoords.x*psfCoords.x)) * 90.0;
float f0 = 2.61E6 * exp(-pow(theta/alphaConst, 2.0));
float f1 = 20.91/pow(theta + alphaConst, 3.0);
float f2 = 72.37/pow(theta + alphaConst, 2.0);
float psf_p = p0Param * f0 + p1Param * f1 + p2Param * f2;
fullColor = vec4(psf_p);
} else if (psfMethod == 1) {
// Moffat
float r = sqrt((psfCoords.y*psfCoords.y + psfCoords.x*psfCoords.x)) * 90.0;
float alpha = FWHM / (2.f * sqrt(pow(2.f, 1.f/betaConstant) - 1));
float moffat_psf = pow(1.f + (r/alpha)*(r/alpha), -betaConstant);
fullColor = vec4(moffat_psf);
}
if (fullColor.a == 0) {
discard;
}
renderTableColor = fullColor;
}