Files
OpenSpace/modules/fieldlines/shaders/fieldline_fs.glsl
T

72 lines
3.2 KiB
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. *
****************************************************************************************/
in vec4 gs_color;
in vec4 gs_position;
in vec3 gs_normal;
uniform bool classification;
uniform vec4 fieldLineColor;
#include "fragment.glsl"
#include "PowerScaling/powerScaling_fs.hglsl"
Fragment getFragment()
{
float alpha = 1-length(gs_normal)*length(gs_normal);
vec4 fragColor;
if (classification)
fragColor = vec4(gs_color.rgb * alpha, 1.0);
else
fragColor = vec4(fieldLineColor.rgb * fieldLineColor.a * alpha, 1.0);
float depth = pscDepth(gs_position);
Fragment frag;
frag.depth = depth;
frag.color = fragColor;
return frag;
}
// #include "ABuffer/abufferStruct.hglsl"
// #include "ABuffer/abufferAddToBuffer.hglsl"
// #include "PowerScaling/powerScaling_fs.hglsl"
// void main() {
// float alpha = 1-length(gs_normal)*length(gs_normal);
// vec4 fragColor;
// if (classification)
// fragColor = vec4(gs_color.rgb, alpha);
// else
// fragColor = vec4(fieldLineColor.rgb, fieldLineColor.a * alpha);
// float depth = pscDepth(gs_position);
// ABufferStruct_t frag = createGeometryFragment(fragColor, gs_position, depth);
// addToBuffer(frag);
// }