Files
OpenSpace/modules/base/shaders/sphere_fs.glsl
2016-04-23 04:07:51 +02:00

80 lines
3.3 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* 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 float time;
uniform sampler2D texture1;
uniform float alpha;
in vec2 vs_st;
in vec4 vs_position;
#include "fragment.glsl"
#include "PowerScaling/powerScaling_fs.hglsl"
Fragment getFragment()
{
vec4 position = vs_position;
// This has to be fixed with the ScaleGraph in place (precision deficiency in depth buffer) ---abock
float depth = pscDepth(position);
vec4 diffuse;
vec2 texCoord = vs_st;
// Why is this here? ---abock
texCoord.s = 1 - texCoord.s;
texCoord.t = 1 - texCoord.y;
// if(gl_FrontFacing)
diffuse = texture(texture1, texCoord);
// else
// diffuse = texture(texture1, vec2(1-vs_st.s,vs_st.t));
diffuse.a *= alpha;
// diffuse.a = 0.0;
//vec4 diffuse = vec4(1,vs_st,1);
//vec4 diffuse = vec4(1,0,0,1);
// if(position.w > 9.0) {
// diffuse = vec4(1,0,0,1);
// }
// #if 0
// diffuse = vec4(vs_position.xyz / 10, 1.0);
// #else
// // if (abs(vs_st.r - 0.75) <= 0.01 && abs(vs_st.g - 0.5) <= 0.01)
// if (abs(vs_st.g - 0.5) <= 0.01)
// diffuse = vec4(vec2(vs_st), 0.0, 1.0);
// else
// diffuse = vec4(0.0);
// #endif
//diffuse = vec4(1.0, 0.0, 0.0, 1.0);
Fragment frag;
frag.color = diffuse;
frag.depth = depth;
return frag;
}