Files
OpenSpace/modules/globebrowsing/shaders/advanced_rings_fs.glsl
Emma Broman 554373eb3e Fading of propertyowners through GUI, and more owners with fade property (#2557)
* Add property in OpenSpaceEngine for fading duration when enabling / disabling

* Add interface for fadeable components and apply to renderable

* Make layers a fadeable component

* Make globelabels a fadeable component

* Make labelscomponent a fadeable, and give it an enabled property

* Make screenspace renderables fadeable components

* Introduce concept of parent fadeables, to fade out subowners with parent

* Make rings fadeable as well

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Co-authored-by: Alexander Bock <alexander.bock@liu.se>
2023-04-06 12:49:49 +02:00

134 lines
6.2 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2023 *
* *
* 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 *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* *
* 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 *
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#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
#define NSSamplesMinusOne #{nShadowSamples}
#define NSSamples (NSSamplesMinusOne + 1)
in vec2 vs_st;
in float vs_screenSpaceDepth;
in vec4 shadowCoords;
uniform sampler2DShadow shadowMapTexture;
uniform sampler1D ringTextureFwrd;
uniform sampler1D ringTextureBckwrd;
uniform sampler1D ringTextureUnlit;
uniform sampler1D ringTextureColor;
uniform sampler1D ringTextureTransparency;
uniform vec2 textureOffset;
uniform float colorFilterValue;
uniform vec3 sunPosition;
uniform vec3 sunPositionObj;
uniform vec3 camPositionObj;
uniform float nightFactor;
uniform float zFightingPercentage;
uniform float opacity;
Fragment getFragment() {
// Moving the origin to the center
vec2 st = (vs_st - vec2(0.5)) * 2.0;
// The length of the texture coordinates vector is our distance from the center
float radius = length(st);
// We only want to consider ring-like objects so we need to discard everything else
if (radius > 1.0) {
discard;
}
// Remapping the texture coordinates
// Radius \in [0,1], texCoord \in [textureOffset.x, textureOffset.y]
// textureOffset.x -> 0
// textureOffset.y -> 1
float texCoord = (radius - textureOffset.x) / (textureOffset.y - textureOffset.x);
if (texCoord < 0.0 || texCoord > 1.0) {
discard;
}
vec4 colorBckwrd = texture(ringTextureBckwrd, texCoord);
vec4 colorFwrd = texture(ringTextureFwrd, texCoord);
vec4 colorMult = texture(ringTextureColor, texCoord);
vec4 transparency = texture(ringTextureTransparency, texCoord);
float lerpFactor = dot(camPositionObj, sunPositionObj);
// Jon Colors:
//vec4 diffuse = mix(colorFwrd * vec4(1, 0.88, 0.82, 1.0), colorBckwrd * vec4(1, 0.88, 0.82, 1.0), lerpFactor);
vec4 diffuse = mix(colorFwrd * colorMult, colorBckwrd * colorMult, lerpFactor);
diffuse.a = colorFilterValue * transparency.a;
float colorValue = length(diffuse.rgb) / 0.57735026919;
if (colorValue < 0.1) {
discard;
}
// shadow == 1.0 means it is not in shadow
float shadow = 1.0;
if (shadowCoords.z >= 0) {
vec4 normalizedShadowCoords = shadowCoords;
normalizedShadowCoords.z = normalizeFloat(zFightingPercentage * normalizedShadowCoords.w);
normalizedShadowCoords.xy = normalizedShadowCoords.xy / normalizedShadowCoords.w;
normalizedShadowCoords.w = 1.0;
float sum = 0;
#for i in 0..#{nShadowSamples}
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, -NSSamples + #{i}));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, 0));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, NSSamples - #{i}));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0, -NSSamples + #{i}));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0, NSSamples - #{i}));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, -NSSamples + #{i}));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, 0));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, NSSamples - #{i}));
#endfor
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(0, 0));
shadow = clamp(sum / (8.0 * NSSamples + 1.f), 0.35, 1.0);
}
// The normal for the one plane depends on whether we are dealing
// with a front facing or back facing fragment
// The plane is oriented on the xz plane
// WARNING: This might not be the case for Uranus
vec3 normal = gl_FrontFacing ? vec3(-1.0, 0.0, 0.0) : vec3(1.0, 0.0, 0.0);
// Reduce the color of the fragment by the user factor
// if we are facing away from the Sun
if (dot(sunPosition, normal) < 0.0) {
diffuse.xyz =
vec3(1.0, 0.97075, 0.952) * texture(ringTextureUnlit, texCoord).xyz * nightFactor;
}
Fragment frag;
frag.color = diffuse * shadow;
frag.color.a *= opacity;
frag.depth = vs_screenSpaceDepth;
frag.gPosition = vec4(1e30, 1e30, 1e30, 1.0);
frag.gNormal = vec4(normal, 1.0);
return frag;
}