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