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OpenSpace/modules/globebrowsing/shaders/geojson_points_fs.glsl
Alexander Bock 820e90eab4 Happy new year
2025-01-14 16:21:08 +01:00

63 lines
2.9 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2025 *
* *
* 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. *
****************************************************************************************/
#include "fragment.glsl"
flat in float vs_screenSpaceDepth;
in vec4 vs_positionViewSpace;
flat in vec3 vs_normal; // TODO: not needed for shading, remove somehow
in vec2 texCoord;
uniform sampler2D pointTexture;
uniform bool hasTexture;
uniform vec3 color;
uniform float opacity;
// Can be used to preserve the whites in a point texture
bool preserveWhite = true;
Fragment getFragment() {
Fragment frag;
if (hasTexture) {
frag.color = texture(pointTexture, texCoord);
if (!preserveWhite || frag.color.r * frag.color.g * frag.color.b < 0.95) {
frag.color.rgb *= color;
}
frag.color.a *= opacity;
}
else {
frag.color = vec4(color * vs_normal, opacity);
}
if (frag.color.a < 0.01) {
discard;
}
frag.depth = vs_screenSpaceDepth;
frag.gPosition = vs_positionViewSpace;
frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
return frag;
}