Files
OpenSpace/modules/fieldlinessequence/shaders/streamnodes_fs.glsl
T
2020-07-23 11:23:13 +02:00

107 lines
3.7 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2020 *
* *
* 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"
uniform sampler2D texture1;
uniform bool drawCircles;
uniform bool drawHollow;
uniform bool useGaussian;
in vec2 vs_st;
in vec4 vs_color;
in float vs_depth;
Fragment getFragment() {
if (vs_color.a == 0) {
discard;
}
vec4 fragColor = vs_color;
Fragment frag;
frag.depth = vs_depth;
frag.color = fragColor;
vec2 coord = gl_PointCoord - vec2(0.5);
if(drawCircles){
if(length(coord) > 0.5){
discard;
}
}
if(drawHollow && length(coord) < 0.4){
discard;
}
// outline
/*
if(length(coord) > 0.4){
frag.color = vec4(1, 1, 1, 1);
}
*/
/*
if(length(coord) < 0.1){
frag.color.a = 1.0;
}
*/
//float alphaV = 1 - smoothstep(0, 1, length(coord));
if(useGaussian){
float alphaV = sqrt(pow(1 - length(coord), 3));
alphaV = pow(alphaV, 3);
if(alphaV < 0.1){
discard;
}
frag.color.a = alphaV;
//else{
//frag.color.a = alphaV;
}
//vec2 coord = gl_PointCoord;
/*
vec2 coord = gl_PointCoord;
if(coord.y > 0.5){
discard;
}
*/
//if(vs_st.x != -1){
//if (gl_FrontFacing) {
// frag.color = texture(texture1, vs_st);
// }
// else {
// frag.color = texture(texture1, vec2(1 - vs_st.s, vs_st.t));
// }
// }
// G-Buffer
// frag.gPosition = vec4(0.0); //vs_gPosition;
frag.gPosition = vec4(1e27, 1e27, 1e27, 1.0);
frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
// There is no normal here
// TODO: Add the correct normal if necessary (JCC)
//frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0);
return frag;
}