mirror of
https://github.com/OpenSpace/OpenSpace.git
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d749c43a54
Set correct maximum text size values for Exoplanets and Starlabels Fix Rosetta scene and rendering on MacOS Add Voyager scene
95 lines
4.2 KiB
GLSL
95 lines
4.2 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 - 2017 *
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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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in vec2 vs_uv;
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out vec4 color;
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uniform sampler2D tex;
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uniform sampler2D stencil;
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// We conside the 8-neighborhood of a texel, so going a stepsize of '1' in both
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// directions
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vec2 offsets[8] = vec2[](
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vec2(-1.0, -1.0),
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vec2(-1.0, 0.0),
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vec2(-1.0, 1.0),
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vec2(0.0, -1.0),
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vec2(0.0, 1.0),
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vec2(1.0, -1.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0)
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);
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// Collect the contributing colors from the neighboring texels and return the
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// averaged value of all texels that passed the masking test based on 'stencil'
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vec3 gatherNeighboringColors() {
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vec2 texSize = textureSize(tex, 0);
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// The total number of contributing texels
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int nContributions = 0;
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// The summed color of all contributing texels
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vec3 totalColor = vec3(0.0);
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for (int i = 0; i < 8; i++) {
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// gl_FragCoord is in pixel coordinates; the ProjectionComponent sets
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// the viewport such that pixels=texels, so we can use gl_FragCoord as an
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// integer texel coordinate
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// First offsetting them, then dividing by the texture size to get to [0,1]
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vec2 samplePosition = (gl_FragCoord.xy + offsets[i]) / texSize;
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// The stencelling determines the areas that we have to enlarge, such that we
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// do not enlarge a previously enlarged area
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if (texture(stencil, samplePosition).r != 0.0) {
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totalColor += texture(tex, samplePosition).rgb;
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nContributions++;
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}
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}
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// GLSL normally doesn't have a problem taking vec3(0.0)/0.0 but we don't want to
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// tempt the compiler gods
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if (nContributions > 0) {
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return totalColor / nContributions;
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}
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else {
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return vec3(0.0);
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}
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}
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void main() {
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if (texture(stencil, vs_uv).r == 0.0) {
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// This means that the current fragment/texel we are looking at has not been
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// projected on and we only want to do the dilation into these texels
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color = vec4(gatherNeighboringColors(), 1.0);
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}
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else {
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// We are in a region where an image has been projected, so we can reuse the
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// already sampled version
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color = texture(tex, vs_uv);
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}
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}
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