mirror of
https://github.com/OpenSpace/OpenSpace.git
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94 lines
3.8 KiB
GLSL
94 lines
3.8 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2016 *
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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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// keep in sync with renderablestars.h:ColorOption enum
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const int COLOROPTION_COLOR = 0;
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const int COLOROPTION_VELOCITY = 1;
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const int COLOROPTION_SPEED = 2;
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uniform sampler2D psfTexture;
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uniform sampler1D colorTexture;
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uniform float minBillboardSize;
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uniform float alphaValue;
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uniform int colorOption;
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in vec4 vs_position;
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in vec3 ge_brightness;
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in vec3 ge_velocity;
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in float ge_speed;
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in vec2 texCoord;
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in float billboardSize;
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#include "fragment.glsl"
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#include "PowerScaling/powerScaling_fs.hglsl"
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uniform vec2 magnitudeClamp;
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//---------------------------------------------------------------------------
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vec4 bv2rgb(float bv) {
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// BV is [-0.4,2.0]
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float t = (bv + 0.4) / (2.0 + 0.4);
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return texture(colorTexture, t);
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}
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Fragment getFragment() {
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// Something in the color calculations need to be changed because before it was dependent
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// on the gl blend functions since the abuffer was not involved
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vec4 color = vec4(0.0);
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switch (colorOption) {
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case COLOROPTION_COLOR:
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color = bv2rgb(ge_brightness.x);
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break;
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case COLOROPTION_VELOCITY:
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color = vec4(abs(ge_velocity), 0.5);
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break;
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case COLOROPTION_SPEED:
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// @TODO Include a transfer function here ---abock
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color = vec4(vec3(ge_speed), 0.5);
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break;
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}
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vec4 textureColor = texture(psfTexture, texCoord);
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vec4 fullColor = vec4(color.rgb, textureColor.a);
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fullColor.a *= alphaValue;
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vec4 position = vs_position;
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// This has to be fixed when the scale graph is in place ---emiax
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position.w = 15;
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Fragment frag;
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frag.color = fullColor;
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frag.depth = pscDepth(position);
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if (fullColor.a == 0) {
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discard;
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}
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return frag;
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}
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