Files
OpenSpace/modules/globebrowsing/shaders/globalchunkedlodpatch_fs.glsl

133 lines
4.6 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. *
****************************************************************************************/
#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.hglsl>
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
#if USE_COLORTEXTURE
uniform Tile ColorTextures[NUMLAYERS_COLORTEXTURE];
uniform Tile ColorTexturesParent1[NUMLAYERS_COLORTEXTURE];
uniform Tile ColorTexturesParent2[NUMLAYERS_COLORTEXTURE];
#endif // USE_COLORTEXTURE
#if USE_NIGHTTEXTURE
uniform Tile NightTextures[NUMLAYERS_NIGHTTEXTURE];
uniform Tile NightTexturesParent1[NUMLAYERS_NIGHTTEXTURE];
uniform Tile NightTexturesParent2[NUMLAYERS_NIGHTTEXTURE];
#endif // USE_NIGHTTEXTURE
#if USE_OVERLAY
uniform Tile Overlays[NUMLAYERS_OVERLAY];
uniform Tile OverlaysParent1[NUMLAYERS_OVERLAY];
uniform Tile OverlaysParent2[NUMLAYERS_OVERLAY];
#endif // USE_OVERLAY
#if USE_WATERMASK
uniform Tile WaterMasks[NUMLAYERS_WATERMASK];
uniform Tile WaterMasksParent1[NUMLAYERS_WATERMASK];
uniform Tile WaterMasksParent2[NUMLAYERS_WATERMASK];
#endif // USE_WATERMASK
#if USE_ATMOSPHERE
// TODO atmosphere uniforms here
#endif // USE_ATMOSPHERE
in vec3 ellipsoidNormalCameraSpace;
in vec4 fs_position;
in vec2 fs_uv;
in LevelWeights levelWeights;
Fragment getFragment() {
Fragment frag;
frag.color = vec4(0.1,0.1,0.1,1);
//LevelWeights levelWeights = getLevelWeights(levelInterpolationParameter);
#if USE_COLORTEXTURE
frag.color = calculateColor(
fs_uv,
levelWeights,//levelInterpolationParameter,
ColorTextures,
ColorTexturesParent1,
ColorTexturesParent2);
#endif // USE_COLORTEXTURE
#if USE_WATERMASK
// TODO: This function needs more parameters and should update the fragment color for water
frag.color = calculateWater(
frag.color,
fs_uv,
levelWeights,
WaterMasks,
WaterMasksParent1,
WaterMasksParent2);
#endif // USE_WATERMASK
#if USE_NIGHTTEXTURE
// TODO: This function needs more parameters and should update the fragment color for night texture
frag.color = calculateNight(
frag.color,
fs_uv,
levelWeights,
NightTextures,
NightTexturesParent1,
NightTexturesParent2,
ellipsoidNormalCameraSpace);
#endif // USE_NIGHTTEXTURE
#if USE_ATMOSPHERE
// TODO: Jonathas magic goes here here
frag.color = frag.color + vec4(0.5,0.5,1,0) * 0.3; // Just to see something for now
#endif // USE_ATMOSPHERE
#if USE_OVERLAY
frag.color = calculateOverlay(
frag.color,
fs_uv,
levelWeights,
Overlays,
OverlaysParent1,
OverlaysParent2);
#endif // USE_OVERLAY
#if SHOW_CHUNK_EDGES
frag.color += patchBorderOverlay(fs_uv, vec3(0,1,0), 0.005);
#endif // SHOW_CHUNK_EDGES
frag.depth = fs_position.w;
return frag;
}