Files
OpenSpace/modules/globebrowsing/shaders/rings_geom_fs.glsl
2020-02-10 21:51:01 +01:00

75 lines
3.5 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2020 *
* *
* 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 "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
in vec2 vs_st;
in float vs_screenSpaceDepth;
uniform sampler1D ringTexture;
uniform vec2 textureOffset;
Fragment getFragment() {
// Moving the origin to the center
vec2 st = (vs_st - vec2(0.5)) * 2.0;
// The length of the texture coordinates vector is our distance from the center
float radius = length(st);
// We only want to consider ring-like objects so we need to discard everything else
if (radius > 1.0) {
discard;
}
// Remapping the texture coordinates
// Radius \in [0,1], texCoord \in [textureOffset.x, textureOffset.y]
// textureOffset.x -> 0
// textureOffset.y -> 1
float texCoord = (radius - textureOffset.x) / (textureOffset.y - textureOffset.x);
if (texCoord < 0.f || texCoord > 1.f) {
discard;
}
float diffuse = length(texture(ringTexture, texCoord).rgb);
// The normal for the one plane depends on whether we are dealing
// with a front facing or back facing fragment
//vec3 normal;
// The plane is oriented on the xz plane
// WARNING: This might not be the case for Uranus
// if (gl_FrontFacing) {
// normal = vec3(-1.0, 0.0, 0.0);
// }
// else {
// normal = vec3(1.0, 0.0, 0.0);
// }
Fragment frag;
frag.color = vec4(vec3(vs_screenSpaceDepth), 1.0);
frag.depth = (diffuse < 0.5) ? 1E30 : vs_screenSpaceDepth;
return frag;
}