Files
OpenSpace/shaders/star_ge.glsl
T
Jonas Strandstedt 3cad506b5b PowerScaling modifications
- Started working on PowerScaling with some initial changes
- Faking the stars by blending with the abuffer
- Changed texture filtering for planets, looks better in my opinion
2014-10-03 17:02:31 +02:00

74 lines
2.4 KiB
GLSL

#version 440
const vec2 corners[4] = {
vec2(0.0, 1.0),
vec2(0.0, 0.0),
vec2(1.0, 1.0),
vec2(1.0, 0.0)
};
#include "PowerScaling/powerScalingMath.hglsl"
float log10( float x ){ return log(x) / log(10); }
in vec4 psc_position[];
in vec4 campos[];
layout(points) in;
//layout(points, max_vertices = 1) out;
layout(location = 2) in vec3 vs_brightness[];
layout(location = 2) out vec3 ge_brightness[];
layout(triangle_strip, max_vertices = 4) out;
out vec2 texCoord;
out vec4 vs_position;
uniform mat4 projection; // we do this after distance computation.
float spriteSize = 0.0000005f; // set here for now.
void main(){
ge_brightness[0] = vs_brightness[0]; // pass on to fragment shader.
/// --- distance modulus --- NOT OPTIMIZED YET.
// float M = vs_brightness[0][0]; // get ABSOLUTE magnitude (x param)
float M = vs_brightness[0][2]; // if NOT running test-target.
vec4 cam = vec4(-campos[0].xyz, campos[0].w); // get negative camera position
vec4 pos = psc_position[0]; // get OK star position
vec4 result = psc_addition(pos, cam); // compute vec from camera to position
float x, y, z, w;
x = result[0];
y = result[1];
z = result[2];
w = result[3];
// I dont trust the legnth function at this point
vec2 pc = vec2(sqrt(x*x +y*y + z*z), result[3]); // form vec2
pc[0] *= 0.324077929f; // convert meters -> parsecs
pc[1] += -18f;
float pc_psc = pc[0] * pow(10, pc[1]); // psc scale out
float apparent = -(M - 5.0f * (1.f - log10(pc_psc))); // get APPARENT magnitude.
vec4 P = gl_in[0].gl_Position;
float weight = 0.00001f; // otherwise this takes over.
float depth = pc[0] * pow(10, pc[1]);
depth *= pow(apparent,3);
//if(round(apparent) > 10)
spriteSize += (depth*weight);
// EMIT QUAD
for(int i = 0; i < 4; i++){
vec4 p1 = P;
p1.xy += spriteSize *(corners[i] - vec2(0.5));
vs_position = p1;
gl_Position = projection * p1;
// gl_Position = z_normalization(projection * p1); // projection here
texCoord = corners[i];
EmitVertex();
}
EndPrimitive();
}