mirror of
https://github.com/OpenSpace/OpenSpace.git
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163 lines
5.7 KiB
GLSL
163 lines
5.7 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2023 *
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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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#include "fragment.glsl"
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in vec2 vs_st;
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in vec3 vs_normalViewSpace;
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in vec4 vs_positionCameraSpace;
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in float vs_screenSpaceDepth;
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in mat3 TBN;
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uniform float ambientIntensity = 0.2;
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uniform float diffuseIntensity = 1.0;
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uniform float specularIntensity = 1.0;
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uniform bool performShading = true;
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uniform bool use_forced_color = false;
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uniform bool has_texture_diffuse;
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uniform bool has_texture_normal;
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uniform bool has_texture_specular;
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uniform bool has_color_specular;
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uniform bool opacityBlending = false;
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uniform sampler2D texture_diffuse;
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uniform sampler2D texture_normal;
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uniform sampler2D texture_specular;
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uniform vec3 color_diffuse;
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uniform vec3 color_specular;
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uniform int nLightSources;
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uniform vec3 lightDirectionsViewSpace[8];
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uniform float lightIntensities[8];
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uniform float opacity = 1.0;
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Fragment getFragment() {
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// Render invisible mesh with flashy procedural material
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if (use_forced_color) {
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Fragment frag;
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vec3 adjustedPos = floor(vs_positionCameraSpace.xyz * 3.0);
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float chessboard = adjustedPos.x + adjustedPos.y + adjustedPos.z;
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chessboard = fract(chessboard * 0.5);
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chessboard *= 2;
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// Pink and complementary green in a chessboard pattern
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frag.color.rgb = mix(vec3(1.0, 0.0, 0.8), vec3(0.0, 1.0, 0.2), chessboard);
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frag.color.a = opacity;
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frag.depth = vs_screenSpaceDepth;
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frag.gPosition = vs_positionCameraSpace;
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frag.gNormal = vec4(vs_normalViewSpace, 0.0);
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frag.disableLDR2HDR = true;
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return frag;
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}
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vec3 diffuseAlbedo;
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if (has_texture_diffuse) {
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diffuseAlbedo = texture(texture_diffuse, vs_st).rgb;
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}
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else {
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diffuseAlbedo = color_diffuse;
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}
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if (opacity == 0.0) {
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discard;
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}
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Fragment frag;
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if (performShading) {
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vec3 specularAlbedo;
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if (has_texture_specular) {
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specularAlbedo = texture(texture_specular, vs_st).rgb;
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}
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else {
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if (has_color_specular) {
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specularAlbedo = color_specular;
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}
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else {
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specularAlbedo = vec3(1.0);
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}
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}
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// Some of these values could be passed in as uniforms
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const vec3 lightColorAmbient = vec3(1.0);
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const vec3 lightColor = vec3(1.0);
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vec3 n;
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if (has_texture_normal) {
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vec3 normalAlbedo = texture(texture_normal, vs_st).rgb;
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normalAlbedo = normalize(normalAlbedo * 2.0 - 1.0);
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n = normalize(TBN * normalAlbedo);
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}
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else {
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n = normalize(vs_normalViewSpace);
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}
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vec3 c = normalize(vs_positionCameraSpace.xyz);
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vec3 color = ambientIntensity * lightColorAmbient * diffuseAlbedo;
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for (int i = 0; i < nLightSources; ++i) {
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vec3 l = lightDirectionsViewSpace[i];
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vec3 r = reflect(l, n);
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float diffuseCosineFactor = dot(n,l);
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float specularCosineFactor = dot(c,r);
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const float specularPower = 100.0;
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vec3 diffuseColor =
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diffuseIntensity * lightColor * diffuseAlbedo * max(diffuseCosineFactor, 0);
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vec3 specularColor =
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specularIntensity * lightColor * specularAlbedo *
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pow(max(specularCosineFactor, 0), specularPower);
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color += lightIntensities[i] * (diffuseColor + specularColor);
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}
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frag.color.rgb = color;
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}
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else {
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frag.color.rgb = diffuseAlbedo;
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}
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if (opacityBlending) {
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// frag.color.a = opacity * (frag.color.r + frag.color.g + frag.color.b)/3.0;
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frag.color.a = opacity * max(max(frag.color.r, frag.color.g), frag.color.b);
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}
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else {
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frag.color.a = opacity;
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}
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if (frag.color.a < 0.1) {
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discard;
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}
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frag.depth = vs_screenSpaceDepth;
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frag.gPosition = vs_positionCameraSpace;
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frag.gNormal = vec4(vs_normalViewSpace, 0.0);
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frag.disableLDR2HDR = true;
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return frag;
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}
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