Files
OpenSpace/modules/base/shaders/screnspace_fs.glsl
Sebastian Piwell a2fb30b432 Depth working again
2016-03-31 09:39:05 -04:00

51 lines
2.6 KiB
GLSL

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