Files
OpenSpace/modules/globebrowsing/shaders/simple_fs.glsl
2016-05-04 12:49:17 -04:00

102 lines
4.1 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* 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 *
* without restriction, including without limitation the rights to use, copy, modify, *
* 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 *
* conditions: *
* *
* 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 *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
uniform vec4 campos;
uniform vec4 objpos;
uniform vec3 sun_pos;
uniform bool _performShading = true;
uniform float transparency;
uniform int shadows;
uniform float time;
uniform sampler2D texture1;
uniform sampler2D nightTex;
/*
// Heightmap coverage
uniform sampler2D textureSamplerHeight00;
uniform sampler2D textureSamplerHeight10;
uniform sampler2D textureSamplerHeight01;
uniform sampler2D textureSamplerHeight11;
uniform mat3 uvTransformPatchToTileHeight00;
uniform mat3 uvTransformPatchToTileHeight10;
uniform mat3 uvTransformPatchToTileHeight01;
uniform mat3 uvTransformPatchToTileHeight11;
*/
// Colortexture coverage
uniform sampler2D textureSamplerColor00;
uniform sampler2D textureSamplerColor10;
uniform sampler2D textureSamplerColor01;
uniform sampler2D textureSamplerColor11;
uniform mat3 uvTransformPatchToTileColor00;
uniform mat3 uvTransformPatchToTileColor10;
uniform mat3 uvTransformPatchToTileColor01;
uniform mat3 uvTransformPatchToTileColor11;
//uniform int segmentsPerPatch;
in vec4 vs_position;
in vec3 fs_position;
in vec2 fs_uv;
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
Fragment getFragment() {
Fragment frag;
frag.color = vec4(0);
vec4 color00, color10, color01, color11;
vec2 uv00 = vec2(uvTransformPatchToTileColor00 * vec3(fs_uv.s, fs_uv.t, 1));
color00 = texture(textureSamplerColor00, uv00);
vec2 uv10 = vec2(uvTransformPatchToTileColor10 * vec3(fs_uv.s, fs_uv.t, 1));
color10 += texture(textureSamplerColor10, uv10);
vec2 uv01 = vec2(uvTransformPatchToTileColor01 * vec3(fs_uv.s, fs_uv.t, 1));
color01 += texture(textureSamplerColor01, uv01);
vec2 uv11 = vec2(uvTransformPatchToTileColor11 * vec3(fs_uv.s, fs_uv.t, 1));
color11 += texture(textureSamplerColor11, uv11);
frag.color = max(color00, max(color10, max(color01, color11))) * 10;
//vec4 uvColor = vec4(fract(fs_uv * segmentsPerPatch), 0.4,1);
//frag.color = frag.color.a < 0.1 ? uvColor * 0.5 : frag.color;
frag.color = vec4(frag.color.r, frag.color.r, frag.color.r, 1);
frag.depth = vs_position.w;
return frag;
}