Files
OpenSpace/modules/space/shaders/debrisViz_fs.glsl
T
Alexander Bock c1252902c7 More Code Cleanup (#2192)
* Harmonizing ( and ) in function calls
* static const -> constexpr
* Fix compile issue
* Unify shader tab size
* Add _fs and _vs to shaders
* Harmonize spacing
2022-07-26 11:22:41 +02:00

76 lines
3.6 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
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* Copyright (c) 2014-2022 *
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* 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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* 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 *
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* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
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* 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 "fragment.glsl"
in vec4 viewSpacePosition;
in float viewSpaceDepth;
in float periodFraction;
in float offsetPeriods;
uniform vec3 color;
uniform float opacity = 1.0;
uniform float lineFade;
Fragment getFragment() {
// float offsetPeriods = offset / period;
// This is now done in the fragment shader instead to make smooth movement between
// vertices. We want vertexDistance to be double up to this point, I think, (hence the
// unnessesary float to float conversion)
float vertexDistance = periodFraction - offsetPeriods;
// This is the alternative way of calculating
// the offsetPeriods: (vertexID_perOrbit/nrOfSegments_f)
// float vertexID_perOrbit = mod(vertexID_f, numberOfSegments);
// float nrOfSegments_f = float(numberOfSegments);
// float vertexDistance = periodFraction - (vertexID_perOrbit/nrOfSegments_f);
if (vertexDistance < 0.0) {
vertexDistance += 1.0;
}
float invert = pow((1.0 - vertexDistance), lineFade);
float fade = clamp(invert, 0.0, 1.0);
// Currently even fully transparent lines can occlude other lines, thus we discard these
// fragments since debris and satellites are rendered so close to each other
if (fade < 0.05) {
discard;
}
Fragment frag;
if (fade < 0.15) {
// Use additive blending for some values to make the discarding less abrupt
frag.blend = BLEND_MODE_ADDITIVE;
}
frag.color = vec4(color, fade * opacity);
frag.depth = viewSpaceDepth;
frag.gPosition = viewSpacePosition;
frag.gNormal = vec4(1.0, 1.0, 1.0, 0.0);
return frag;
}