Skip to main content
  • Home
  • Development
  • Documentation
  • Donate
  • Operational login
  • Browse the archive

swh logo
SoftwareHeritage
Software
Heritage
Archive
Features
  • Search

  • Downloads

  • Save code now

  • Add forge now

  • Help

  • 008c76e
  • /
  • screen.fs
Raw File Download

To reference or cite the objects present in the Software Heritage archive, permalinks based on SoftWare Hash IDentifiers (SWHIDs) must be used.
Select below a type of object currently browsed in order to display its associated SWHID and permalink.

  • content
  • directory
content badge
swh:1:cnt:b3e28bfc7f02abba2478ab4d51e47c3c3a7c5ed6
directory badge
swh:1:dir:008c76ef2f93e6aa4d8c0a02efe1a19117eb677f

This interface enables to generate software citations, provided that the root directory of browsed objects contains a citation.cff or codemeta.json file.
Select below a type of object currently browsed in order to generate citations for them.

  • content
  • directory
Generate software citation in BibTex format (requires biblatex-software package)
Generating citation ...
Generate software citation in BibTex format (requires biblatex-software package)
Generating citation ...
screen.fs
#version 330
out vec4 FragColor;
in vec2 TexCoord;

uniform sampler2D gPosition;
uniform sampler2D gNormalAndShadow;
uniform sampler2D gColor;
uniform sampler2D ssao;


uniform vec3 Ambient;
uniform vec3 LightColor;
uniform vec3 LightDirection;
uniform vec3 halfVector;
uniform float shininess;
uniform float strength;
uniform bool isShadowMap;
uniform bool isAo;

void main()
{             
    // Retrieve data from g-buffer
	vec2 texelSize = 1.0 / textureSize(gColor, 0);
	vec3 rgb = vec3(0.0);
	float Alpha = 0.0;
	/*ssaa (Super Sample Anti-aliasing)*/
	for(int i=0;i<2;i++)
		for(int j=0;j<2;j++)
		{
			vec2 TexCoord1 = TexCoord + vec2(i, j) * texelSize;
			//vec3 FragPos = texture(gPosition, TexCoord1).rgb;		//FragPos is used for point light source
			
			vec3 Normal = texture(gNormalAndShadow, TexCoord1).rgb;
			vec3 color = texture(gColor, TexCoord1).rgb;			
			float AmbientOcclusion = isAo ? texture(ssao, TexCoord1).r : 1;

			float shadow = isShadowMap ? texture(gNormalAndShadow, TexCoord1).w : 0.0;
			
			float diffuse = max(0.0,dot(Normal,LightDirection));
			float specular = max(0.0,dot(Normal,normalize(halfVector)));
			if (diffuse == 0.0)
			{
				specular = 0.0;
			}
			else
			{
				specular = pow(specular, shininess);
			}

			vec3 ambientLight = AmbientOcclusion * Ambient;
			vec3 diffuseLight = LightColor * diffuse;
			vec3 specularLight = LightColor * specular * strength;
			rgb += min(color*(ambientLight + (1.0 - shadow)*(diffuseLight + specularLight)),vec3(1.0,1.0,1.0));
			Alpha += texture(gColor, TexCoord1).w;
		}
	rgb /= 4.0;
	Alpha /= 4.0;
    FragColor = vec4(rgb,Alpha);
}

back to top

Software Heritage — Copyright (C) 2015–2026, The Software Heritage developers. License: GNU AGPLv3+.
The source code of Software Heritage itself is available on our development forge.
The source code files archived by Software Heritage are available under their own copyright and licenses.
Terms of use: Archive access, API— Content policy— Contact— JavaScript license information— Web API