mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-03-01 09:08:49 -06:00
102 lines
3.8 KiB
GLSL
102 lines
3.8 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 430
|
|
|
|
uniform vec4 campos;
|
|
uniform vec4 objpos;
|
|
//uniform vec3 camdir; // add this for specular
|
|
|
|
|
|
uniform float time;
|
|
uniform sampler2D texture1;
|
|
uniform sampler2D texture2;
|
|
|
|
in vec2 vs_st;
|
|
in vec4 vs_normal;
|
|
in vec4 vs_position;
|
|
|
|
in vec4 ProjTexCoord;
|
|
uniform vec3 boresight;
|
|
uniform vec3 sun_pos;
|
|
|
|
#include "ABuffer/abufferStruct.hglsl"
|
|
#include "ABuffer/abufferAddToBuffer.hglsl"
|
|
#include "PowerScaling/powerScaling_fs.hglsl"
|
|
|
|
//#include "PowerScaling/powerScaling_vs.hglsl"
|
|
void main()
|
|
{
|
|
vec4 position = vs_position;
|
|
float depth = pscDepth(position);
|
|
vec4 diffuse = texture(texture1, vs_st);
|
|
|
|
// directional lighting
|
|
vec3 origin = vec3(0.0);
|
|
vec4 spec = vec4(0.0);
|
|
|
|
vec3 n = normalize(vs_normal.xyz);
|
|
//vec3 e = normalize(camdir);
|
|
vec3 l_pos = sun_pos; // sun.
|
|
vec3 l_dir = normalize(l_pos-objpos.xyz);
|
|
float terminatorBright = 0.4;
|
|
float intensity = min(max(5*dot(n,l_dir), terminatorBright), 1);
|
|
|
|
float shine = 0.0001;
|
|
|
|
vec4 specular = vec4(0.1);
|
|
vec4 ambient = vec4(0.f,0.f,0.f,1);
|
|
/* Specular
|
|
if(intensity > 0.f){
|
|
// halfway vector
|
|
vec3 h = normalize(l_dir + e);
|
|
// specular factor
|
|
float intSpec = max(dot(h,n),0.0);
|
|
spec = specular * pow(intSpec, shine);
|
|
}
|
|
*/
|
|
//diffuse = max(intensity * diffuse, ambient);
|
|
|
|
// PROJECTIVE TEXTURE
|
|
vec4 projTexColor = textureProj(texture2, ProjTexCoord);
|
|
vec4 shaded = max(intensity * diffuse, ambient);
|
|
if (ProjTexCoord[0] > 0.0 ||
|
|
ProjTexCoord[1] > 0.0 ||
|
|
ProjTexCoord[0] < ProjTexCoord[2] ||
|
|
ProjTexCoord[1] < ProjTexCoord[2]){
|
|
diffuse = shaded;
|
|
}else if(dot(n,boresight) < 0 &&
|
|
(projTexColor.w != 0)){// frontfacing
|
|
diffuse = projTexColor;//*0.5f + 0.5f*shaded;
|
|
}else{
|
|
diffuse = shaded;
|
|
}
|
|
|
|
ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth);
|
|
addToBuffer(frag);
|
|
|
|
discard;
|
|
}
|
|
|