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https://github.com/OpenSpace/OpenSpace.git
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Fix Milky Way Galaxy projection issue in fisheye
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@@ -56,7 +56,7 @@ void GalaxyRaycaster::renderEntryPoints(const RenderData& data,
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ghoul::opengl::ProgramObject& program)
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{
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program.setUniform("modelViewTransform", glm::mat4(modelViewTransform(data)));
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program.setUniform("viewProjection", data.camera.viewProjectionMatrix());
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program.setUniform("projectionTransform", data.camera.projectionMatrix());
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// Cull back face
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glEnable(GL_CULL_FACE);
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@@ -71,7 +71,7 @@ void GalaxyRaycaster::renderExitPoints(const RenderData& data,
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{
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// Uniforms
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program.setUniform("modelViewTransform", glm::mat4(modelViewTransform(data)));
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program.setUniform("viewProjection", data.camera.viewProjectionMatrix());
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program.setUniform("projectionTransform", data.camera.projectionMatrix());
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// Cull front face
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glEnable(GL_CULL_FACE);
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@@ -29,7 +29,7 @@ layout(location = 0) in vec4 vertPosition;
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out vec3 modelPosition;
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out vec4 viewPosition;
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uniform mat4 viewProjection;
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uniform mat4 projectionTransform;
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uniform mat4 modelViewTransform;
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@@ -38,6 +38,6 @@ void main() {
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viewPosition = modelViewTransform*vertPosition;
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// project the position to view space
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gl_Position = viewProjection * viewPosition;
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gl_Position = projectionTransform * viewPosition;
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gl_Position.z = 0.0;
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}
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@@ -63,7 +63,7 @@ void ToyVolumeRaycaster::renderEntryPoints(const RenderData& data,
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ghoul::opengl::ProgramObject& program)
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{
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program.setUniform("modelViewTransform", glm::mat4(modelViewTransform(data)));
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program.setUniform("viewProjection", data.camera.viewProjectionMatrix());
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program.setUniform("projectionTransform", data.camera.projectionMatrix());
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// Cull back face
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glEnable(GL_CULL_FACE);
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@@ -78,7 +78,7 @@ void ToyVolumeRaycaster::renderExitPoints(const RenderData& data,
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{
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// Uniforms
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program.setUniform("modelViewTransform", glm::mat4(modelViewTransform(data)));
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program.setUniform("viewProjection", data.camera.viewProjectionMatrix());
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program.setUniform("projectionTransform", data.camera.projectionMatrix());
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// Cull front face
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glEnable(GL_CULL_FACE);
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@@ -29,7 +29,7 @@ layout(location = 0) in vec4 vertPosition;
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out vec3 modelPosition;
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out vec4 viewPosition;
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uniform mat4 viewProjection;
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uniform mat4 projectionTransform;
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uniform mat4 modelViewTransform;
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@@ -38,6 +38,6 @@ void main() {
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viewPosition = modelViewTransform*vertPosition;
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// project the position to view space
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gl_Position = viewProjection * viewPosition;
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gl_Position = projectionTransform * viewPosition;
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gl_Position.z = 1.0;
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}
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