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51 lines
2.6 KiB
GLSL
51 lines
2.6 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2016 *
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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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//#version __CONTEXT__
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uniform sampler2D texture1;
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uniform float OcclusionDepth;
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uniform float Alpha;
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in vec2 vs_st;
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in vec4 vs_position;
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#include "fragment.glsl"
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#include "PowerScaling/powerScaling_fs.hglsl"
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Fragment getFragment(){
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Fragment frag;
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// power scale coordinates for depth. w value is set to 1.0.
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float depth = (1.0 + log(abs(OcclusionDepth) + 1/pow(k, 1.0))/log(k)) / 27.0;
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frag.color = texture(texture1, vs_st);
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frag.color.a = (frag.color.a != 0.0f) ? Alpha : frag.color.a;
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if(frag.color.a == 0.0f){
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discard;
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}
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frag.depth = denormalizeFloat(depth);
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return frag;
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}
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