mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-06 03:29:44 -06:00
Changed back the depth values in shader plane_fs_yt to not use the depth texture at the moment.
75 lines
3.0 KiB
GLSL
75 lines
3.0 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2024 *
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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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#include "fragment.glsl"
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in vec4 vs_gPosition;
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in vec3 vs_gNormal;
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in float vs_screenSpaceDepth;
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in vec2 vs_st;
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uniform sampler2D colorTexture;
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uniform float opacity = 1.0;
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uniform bool mirrorBackside = true;
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uniform vec3 multiplyColor;
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uniform sampler2D depthTexture;
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Fragment getFragment() {
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Fragment frag;
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if (gl_FrontFacing) {
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frag.color = texture(colorTexture, vs_st);
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}
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else {
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if (mirrorBackside) {
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frag.color = texture(colorTexture, vec2(1.0 - vs_st.s, vs_st.t));
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}
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else {
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frag.color = texture(colorTexture, vs_st);
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}
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}
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frag.color.rgb *= multiplyColor;
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frag.color.a *= opacity;
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if (frag.color.a == 0.0) {
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discard;
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}
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frag.depth = texture(depthTexture, vs_st).r;
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if (frag.depth == vs_screenSpaceDepth) {
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discard;
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}
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frag.depth = vs_screenSpaceDepth;
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//frag.color += texture(depthTexture, vs_st);
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// G-Buffer
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frag.gPosition = vs_gPosition;
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frag.gNormal = vec4(vs_gNormal, 1.0);
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return frag;
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}
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