Files
OpenSpace/modules/gaia/shaders/gaia_point_ge.glsl
T
2021-01-02 21:11:13 +01:00

76 lines
3.3 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 *
* 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__
#include "floatoperations.glsl"
const float EPS = 1e-5;
layout(points) in;
in vec2 vs_brightness[];
in vec4 vs_gPosition[];
in float vs_starDistFromSun[];
in float vs_cameraDistFromSun[];
layout(points, max_vertices = 1) out;
out vec2 ge_brightness;
out vec4 ge_gPosition;
out float ge_starDistFromSun;
out float ge_cameraDistFromSun;
out float ge_observedDist;
uniform dmat4 view;
uniform float viewScaling;
uniform float cutOffThreshold;
void main() {
ge_brightness = vs_brightness[0];
ge_starDistFromSun = vs_starDistFromSun[0];
ge_cameraDistFromSun = vs_cameraDistFromSun[0];
vec4 viewPosition = vec4(view * vs_gPosition[0]);
ge_observedDist = safeLength(viewPosition / viewScaling);
float distThreshold = cutOffThreshold - log(ge_observedDist) / log(4.0);
vec4 position = gl_in[0].gl_Position;
// Discard geometry if star has no position (but wasn't a nullArray).
// Or if observed distance is above threshold set by cutOffThreshold.
// By discarding in gs instead of fs we save computations for when nothing is visible.
if (length(position) < EPS || distThreshold <= 0) {
return;
}
//gl_PointSize = 1.0;
gl_Position = position;
gl_Position.z = 0.0;
ge_gPosition = viewPosition;
EmitVertex();
EndPrimitive();
}