Files
OpenSpace/shaders/star_ge.glsl
T
2014-12-05 11:56:43 +01:00

104 lines
4.5 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* 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. *
****************************************************************************************/
#version __CONTEXT__
const vec2 corners[4] = vec2[4](
vec2(0.0, 1.0),
vec2(0.0, 0.0),
vec2(1.0, 1.0),
vec2(1.0, 0.0)
);
#include "PowerScaling/powerScalingMath.hglsl"
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
layout(location = 0) in vec4 psc_position[];
layout(location = 1) in vec3 vs_brightness[];
layout(location = 2) in vec3 vs_velocity[];
layout(location = 3) in float vs_speed[];
layout(location = 4) in vec4 cam_position[];
layout(location = 0) out vec4 vs_position;
layout(location = 1) out vec3 ge_brightness;
layout(location = 2) out vec3 ge_velocity;
layout(location = 3) out float ge_speed;
layout(location = 4) out vec2 texCoord;
uniform mat4 projection; // we do this after distance computation.
uniform float spriteSize;
void main() {
ge_brightness = vs_brightness[0];
ge_velocity = vs_velocity[0];
ge_speed = vs_speed[0];
/// --- distance modulus --- NOT OPTIMIZED YET.
// float M = vs_brightness[0][0]; // get ABSOLUTE magnitude (x param)
float M = vs_brightness[0].z; // if NOT running test-target.
vec4 cam = vec4(-cam_position[0].xyz, cam_position[0].w); // get negative camera position
vec4 pos = psc_position[0]; // get OK star position
vec4 result = psc_addition(pos, cam); // compute vec from camera to position
float x, y, z, w;
x = result[0];
y = result[1];
z = result[2];
w = result[3];
vec2 pc = vec2(length(result.xyz), result[3]);
// @Check conversion is also done in the cpp file ---abock
pc[0] *= 0.324077929f; // convert meters -> parsecs
pc[1] += -18.0f;
float pc_psc = pc[0] * pow(10, pc[1]); // psc scale out
float apparent = -(M - 5.0f * (1.f - log10(pc_psc))); // get APPARENT magnitude.
vec4 P = gl_in[0].gl_Position;
float weight = 0.00001f; // otherwise this takes over.
float depth = pc[0] * pow(10, pc[1]);
depth *= pow(apparent,3);
//float modifiedSpriteSize = spriteSize + (depth*weight);
float modifiedSpriteSize = 0.0005 + (depth*weight);
// EMIT QUAD
for(int i = 0; i < 4; i++){
vec4 p1 = P;
p1.xy += modifiedSpriteSize *(corners[i] - vec2(0.5));
vs_position = p1;
gl_Position = projection * p1;
// gl_Position = z_normalization(projection * p1);
texCoord = corners[i];
EmitVertex();
}
EndPrimitive();
}