Files
OpenSpace/modules/base/shaders/plane_fs_yt.glsl
mariaBrunned df19f9b4e9 Changed in shader to not use depth texture
Changed back the depth values in shader plane_fs_yt to not use the depth texture at the moment.
2024-06-11 10:55:38 -04:00

75 lines
3.0 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2024 *
* *
* 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. *
****************************************************************************************/
#include "fragment.glsl"
in vec4 vs_gPosition;
in vec3 vs_gNormal;
in float vs_screenSpaceDepth;
in vec2 vs_st;
uniform sampler2D colorTexture;
uniform float opacity = 1.0;
uniform bool mirrorBackside = true;
uniform vec3 multiplyColor;
uniform sampler2D depthTexture;
Fragment getFragment() {
Fragment frag;
if (gl_FrontFacing) {
frag.color = texture(colorTexture, vs_st);
}
else {
if (mirrorBackside) {
frag.color = texture(colorTexture, vec2(1.0 - vs_st.s, vs_st.t));
}
else {
frag.color = texture(colorTexture, vs_st);
}
}
frag.color.rgb *= multiplyColor;
frag.color.a *= opacity;
if (frag.color.a == 0.0) {
discard;
}
frag.depth = texture(depthTexture, vs_st).r;
if (frag.depth == vs_screenSpaceDepth) {
discard;
}
frag.depth = vs_screenSpaceDepth;
//frag.color += texture(depthTexture, vs_st);
// G-Buffer
frag.gPosition = vs_gPosition;
frag.gNormal = vec4(vs_gNormal, 1.0);
return frag;
}