Files
OpenSpace/modules/globebrowsing/shaders/interpolate_fs.glsl
T
eriksunden 24ce66aad4 Feature/tileinterpolation (#1769)
* Interpolation of tiles added to tileprovider, with additional new shaders to make this work.
 * Asset file for testing interpolation

Co-authored-by: tobiasp93 <tobias.pettersson@liu.se>
Co-authored-by: Alexander Bock <alexander.bock@liu.se>
2021-11-01 09:24:40 +01:00

53 lines
2.7 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2021 *
* *
* 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 *
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* 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 *
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* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
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* 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 *
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#include "fragment.glsl"
uniform sampler2D prevTexture;
uniform sampler2D nextTexture;
uniform sampler2D colormapTexture;
uniform float blendFactor;
in vec2 texCoord;
Fragment getFragment() {
vec4 texel0 = texture2D(prevTexture, texCoord);
vec4 texel1 = texture2D(nextTexture, texCoord);
vec4 mixedTexture = mix(texel0, texel1, blendFactor);
Fragment frag;
if (mixedTexture.r > 0.999) {
vec2 position = vec2(mixedTexture.r - 0.01, 0.5);
frag.color = texture2D(colormapTexture, position);
}
else {
vec2 position = vec2(mixedTexture.r , 0.5);
frag.color = texture2D(colormapTexture, position);
}
frag.color.a = mixedTexture.a;
return frag;
}