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OpenSpace/modules/globebrowsing/shaders/globalchunkedlodpatch_fs.glsl
T
2016-05-11 15:47:29 -04:00

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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. *
****************************************************************************************/
// Colortexture coverage
uniform sampler2D textureSamplerColor;
uniform vec2 colorSamplingScale;
uniform vec2 colorSamplingOffset;
in vec4 vs_position;
in vec3 fs_position;
in vec2 fs_uv;
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
vec4 borderOverlay(vec2 uv, vec3 borderColor, float borderSize){
vec2 uvOffset = uv - vec2(0.5);
float thres = 0.5 - borderSize/2;
bool isBorder = abs(uvOffset.x) > thres || abs(uvOffset.y) > thres;
vec3 color = isBorder ? borderColor : vec3(0);
return vec4(color, 0);
}
Fragment getFragment() {
Fragment frag;
vec2 samplePos = colorSamplingScale*fs_uv + colorSamplingOffset;
frag.color = texture(textureSamplerColor, samplePos);
// Sample position overlay
//frag.color = frag.color * 0.9 + 0.2*vec4(samplePos, 0, 1);
// Border overlay
//frag.color = frag.color + borderOverlay(fs_uv, vec3(0.5, 0.5, 0.5), 0.02);
frag.depth = vs_position.w;
return frag;
}