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synced 2026-04-27 06:19:51 -05:00
Using number of segments per patch in rendering.
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@@ -133,6 +133,7 @@ namespace openspace {
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_programObject->setUniform("uvTransformPatchToTile", uvTransform);
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LatLon swCorner = patch.southWestCorner();
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_programObject->setUniform("segmentsPerPatch", _grid->xSegments());
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_programObject->setUniform("modelViewProjectionTransform", modelViewProjectionTransform);
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_programObject->setUniform("minLatLon", vec2(swCorner.toLonLatVec2()));
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_programObject->setUniform("lonLatScalingFactor", vec2(patch.size().toLonLatVec2()));
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@@ -224,6 +225,7 @@ namespace openspace {
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_programObject->setUniform(
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"modelViewProjectionTransform",
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data.camera.projectionMatrix() * viewTransform * modelTransform);
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_programObject->setUniform("segmentsPerPatch", segmentsPerPatch);
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_programObject->setUniform("minLatLon", vec2(newPatch.southWestCorner().toLonLatVec2()));
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_programObject->setUniform("lonLatScalingFactor", vec2(patchSize.toLonLatVec2()));
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_programObject->setUniform("globeRadius", float(radius));
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@@ -38,6 +38,8 @@ uniform sampler2D nightTex;
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uniform sampler2D textureSampler;
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uniform mat3 uvTransformPatchToTile;
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uniform int segmentsPerPatch;
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in vec4 vs_position;
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in vec2 vs_uv;
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@@ -49,7 +51,7 @@ Fragment getFragment() {
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Fragment frag;
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frag.color = texture(textureSampler, vec2(uvTransformPatchToTile * vec3(vs_uv.s, vs_uv.t, 1)));
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frag.color = frag.color * 1.0 + vec4(fract(vs_uv * 32), 0.4,1) * 0.0;
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frag.color = frag.color * 1.0 + vec4(fract(vs_uv * segmentsPerPatch), 0.4,1) * 0.4;
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frag.depth = pscDepth(vs_position);
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return frag;
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