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76 lines
3.3 KiB
GLSL
76 lines
3.3 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2021 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version __CONTEXT__
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#include "floatoperations.glsl"
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const float EPS = 1e-5;
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layout(points) in;
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in vec2 vs_brightness[];
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in vec4 vs_gPosition[];
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in float vs_starDistFromSun[];
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in float vs_cameraDistFromSun[];
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layout(points, max_vertices = 1) out;
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out vec2 ge_brightness;
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out vec4 ge_gPosition;
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out float ge_starDistFromSun;
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out float ge_cameraDistFromSun;
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out float ge_observedDist;
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uniform dmat4 view;
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uniform float viewScaling;
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uniform float cutOffThreshold;
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void main() {
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ge_brightness = vs_brightness[0];
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ge_starDistFromSun = vs_starDistFromSun[0];
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ge_cameraDistFromSun = vs_cameraDistFromSun[0];
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vec4 viewPosition = vec4(view * vs_gPosition[0]);
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ge_observedDist = safeLength(viewPosition / viewScaling);
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float distThreshold = cutOffThreshold - log(ge_observedDist) / log(4.0);
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vec4 position = gl_in[0].gl_Position;
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// Discard geometry if star has no position (but wasn't a nullArray).
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// Or if observed distance is above threshold set by cutOffThreshold.
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// By discarding in gs instead of fs we save computations for when nothing is visible.
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if (length(position) < EPS || distThreshold <= 0) {
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return;
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}
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//gl_PointSize = 1.0;
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gl_Position = position;
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gl_Position.z = 0.0;
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ge_gPosition = viewPosition;
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EmitVertex();
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EndPrimitive();
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}
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