Files
OpenSpace/modules/space/shaders/renderableplanet_fs.glsl
Emil Axelsson 4c2f72226f Performance Optimizations (#450)
* Make derived transform classes less involved in simulation state
* Add performance measurements in openspaceengine
* Avoid redundant transformation lookups
* Fix bug causing redundant calls to GPULayerManager::bind
* Move water reflectance to alpha component of normal buffer. Remove otherData buffer.
2018-01-08 09:43:41 +01:00

61 lines
3.0 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
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* Copyright (c) 2014-2018 *
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#include "fragment.glsl"
#include "PowerScaling/powerScaling_fs.hglsl"
in vec2 vs_st;
in vec4 vs_normal;
in vec4 vs_position;
in vec4 vs_gPosition;
in vec3 vs_gNormal;
uniform vec4 objpos;
uniform vec3 sun_pos;
uniform bool _performShading = true;
uniform float transparency;
uniform sampler2D texture1;
Fragment getFragment() {
vec4 diffuse = texture(texture1, vs_st);
Fragment frag;
if (_performShading) {
vec4 ambient = vec4(0.0,0.0,0.0,transparency);
vec3 n = normalize(vs_normal.xyz);
vec3 l_pos = vec3(sun_pos); // sun
vec3 l_dir = normalize(l_pos - objpos.xyz);
float intensity = min(max(5.0 * dot(n, l_dir), 0.0), 1.0);
diffuse = max(intensity * diffuse, ambient);
}
frag.color = vec4(diffuse.rgb, transparency);
frag.depth = vs_position.w;
frag.gPosition = vs_gPosition;
frag.gNormal = vec4(vs_gNormal, 1.0);
return frag;
}