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OpenSpace/modules/newhorizons/shaders/renderableModelProjection_fs.glsl

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2.9 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* 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. *
****************************************************************************************/
#version __CONTEXT__
#include "PowerScaling/powerScaling_vs.hglsl"
in vec4 vs_position;
in vec4 vs_normal;
in vec2 vs_uv;
in vec4 ProjTexCoord;
out vec4 color;
uniform sampler2D projectionTexture;
uniform mat4 ModelTransform;
uniform vec2 _scaling;
uniform vec3 boresight;
bool inRange(float x, float a, float b) {
return (x >= a && x <= b);
}
void main() {
vec2 uv = vec2(0.5,0.5)*vs_uv+vec2(0.5,0.5);
vec3 n = normalize(vs_normal.xyz);
vec4 projected = ProjTexCoord;
//normalize
projected.x /= projected.w;
projected.y /= projected.w;
//invert gl coordinates
projected.x = 1 - projected.x;
if ((inRange(projected.x, 0, 1) && inRange(projected.y, 0, 1)) && (dot(n, boresight) < 0)) {
color = texture(projectionTexture, projected.xy);
color.a = 1.0;
}
else {
color = vec4(vec3(0.0), 1.0);
}
}