Added temporary missing files.

This commit is contained in:
Jonathas Costa
2017-04-28 11:08:54 -04:00
parent dfba5e42a4
commit 60af5506d2
8 changed files with 703 additions and 0 deletions
@@ -0,0 +1,81 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* 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. *
****************************************************************************************/
uniform vec4 campos;
uniform vec4 objpos;
uniform vec3 sun_pos;
uniform bool _performShading = true;
uniform float transparency;
uniform int shadows;
uniform float time;
uniform sampler2D texture1;
uniform sampler2D nightTex;
in vec2 vs_st;
in vec2 vs_nightTex;
in vec4 vs_normal;
in vec4 vs_position;
in vec4 test;
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
Fragment getFragment() {
vec4 diffuse = texture(texture1, vs_st);
vec4 diffuse2 = texture(nightTex, vs_st);
Fragment frag;
if (_performShading) {
// directional lighting
vec3 origin = vec3(0.0);
vec4 spec = vec4(0.0);
vec3 n = normalize(vs_normal.xyz);
//vec3 e = normalize(camdir);
vec3 l_pos = vec3(sun_pos); // sun.
vec3 l_dir = normalize(l_pos-objpos.xyz);
float intensity = min(max(5*dot(n,l_dir), 0.0), 1);
float darkSide = min(max(5*dot(n,-l_dir), 0.0), 1);
float shine = 0.0001;
vec4 specular = vec4(0.5);
vec4 ambient = vec4(0.0,0.0,0.0,transparency);
vec4 daytex = max(intensity * diffuse, ambient);
vec4 mixtex = mix(diffuse, diffuse2, (1+dot(n,-l_dir))/2);
diffuse = (daytex*2 + mixtex)/3;
}
diffuse[3] = transparency;
frag.color = diffuse;
frag.depth = vs_position.w;
return frag;
}
@@ -0,0 +1,68 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* 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"
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
//layout(location = 3) in vec2 in_nightTex;
out vec2 vs_st;
out vec4 vs_normal;
out vec4 vs_position;
uniform mat4 ModelTransform;
uniform mat4 modelViewProjectionTransform;
uniform sampler2D heightTex;
uniform bool _hasHeightMap;
uniform float _heightExaggeration;
void main() {
// set variables
vs_st = in_st;
vec4 tmp = in_position;
// this is wrong for the normal. The normal transform is the transposed inverse of the model transform
vs_normal = normalize(ModelTransform * vec4(in_normal,0));
// vs_normal = vec4(in_normal, 0.0);
vec4 position = vec4(tmp.xyz * pow(10, tmp. w), 1.0);
if (_hasHeightMap) {
float height = texture(heightTex, in_st).r;
vec3 displacementDirection = abs(normalize(in_normal.xyz));
float displacementFactor = height * _heightExaggeration;
position.xyz = position.xyz + displacementDirection * displacementFactor;
}
position = modelViewProjectionTransform * position;
vs_position = z_normalization(position);
gl_Position = vs_position;
}
@@ -0,0 +1,82 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* 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. *
****************************************************************************************/
uniform vec4 campos;
uniform vec4 objpos;
//uniform vec3 camdir; // add this for specular
uniform vec3 sun_pos;
uniform bool _performShading = true;
uniform float transparency;
uniform int shadows;
uniform float time;
uniform sampler2D texture1;
in vec2 vs_st;
in vec4 vs_normal;
in vec4 vs_position;
#include "fragment.glsl"
#include "PowerScaling/powerScaling_fs.hglsl"
//#include "PowerScaling/powerScaling_vs.hglsl"
Fragment getFragment() {
vec4 diffuse = texture(texture1, vs_st);
Fragment frag;
if (_performShading) {
// directional lighting
vec3 origin = vec3(0.0);
vec4 spec = vec4(0.0);
vec3 n = normalize(vs_normal.xyz);
//vec3 e = normalize(camdir);
vec3 l_pos = vec3(sun_pos); // sun.
vec3 l_dir = normalize(l_pos-objpos.xyz);
float intensity = min(max(5*dot(n,l_dir), 0.0), 1);
float shine = 0.0001;
vec4 specular = vec4(0.5);
vec4 ambient = vec4(0.0,0.0,0.0,transparency);
/*
if(intensity > 0.f){
// halfway vector
vec3 h = normalize(l_dir + e);
// specular factor
float intSpec = max(dot(h,n),0.0);
spec = specular * pow(intSpec, shine);
}
*/
diffuse = max(intensity * diffuse, ambient);
}
diffuse[3] = transparency;
frag.color = diffuse;
frag.depth = vs_position.w;
return frag;
}
@@ -0,0 +1,66 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* 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__
uniform mat4 ModelTransform;
uniform mat4 ViewProjection;
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
out vec2 vs_st;
out vec4 vs_normal;
out vec4 vs_position;
out vec4 vs_posWorld;
out float s;
#include "PowerScaling/powerScaling_vs.hglsl"
void main() {
// set variables
vs_st = in_st;
vs_position = in_position;
vec4 tmp = in_position;
// this is wrong for the normal. The normal transform is the transposed inverse of the model transform
vs_normal = normalize(ModelTransform * vec4(in_normal,0));
// The things is not in world coordinates, they are in
// regular view/eye coordinates.
vec4 position = pscTransform(tmp, ModelTransform);
vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
vec4 vP = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
vec4 conv = vec4(vP.xyz * pow(10,vP.w), 1.0);
vs_posWorld = conv;
vs_position = tmp;
// Now is transforming from view position to SGCT projection
// coordinates.
position = ViewProjection * position;
gl_Position = z_normalization(position);
}
+129
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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* 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. *
****************************************************************************************/
const uint numberOfShadows = 1;
struct ShadowRenderingStruct {
float xu, xp;
float rs, rc;
vec3 sourceCasterVec;
vec3 casterPositionVec;
bool isShadowing;
};
uniform ShadowRenderingStruct shadowDataArray[numberOfShadows];
uniform vec4 campos;
uniform vec4 objpos;
uniform vec3 sun_pos;
uniform bool _performShading = true;
uniform float transparency;
uniform int shadows;
uniform float time;
uniform sampler2D texture1;
in vec2 vs_st;
in vec4 vs_normal;
in vec4 vs_position;
in vec4 vs_posWorld;
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
vec4 butterworthFunc(const float d, const float r, const float n) {
return vec4(vec3(sqrt(r/(r + pow(d, 2*n)))), 1.0);
}
vec4 calcShadow(const ShadowRenderingStruct shadowInfoArray[numberOfShadows], const vec3 position) {
if (shadowInfoArray[0].isShadowing) {
vec3 pc = shadowInfoArray[0].casterPositionVec - position;
vec3 sc_norm = normalize(shadowInfoArray[0].sourceCasterVec); // we can pass this normalized to the shader
vec3 pc_proj = dot(pc, sc_norm) * sc_norm;
vec3 d = pc - pc_proj;
float length_d = length(d);
float length_pc_proj = length(pc_proj);
float r_p_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xp) / shadowInfoArray[0].xp;
//float r_u_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xu) / shadowInfoArray[0].xu;
float r_u_pi = shadowInfoArray[0].rc * (shadowInfoArray[0].xu - length_pc_proj) / shadowInfoArray[0].xu;
if ( length_d < r_u_pi ) { // umbra
//return vec4(0.0, 0.0, 0.0, 1.0);
//return vec4(1.0, 0.0, 0.0, 1.0);
return butterworthFunc(length_d, r_u_pi, 4.0);
}
else if ( length_d < r_p_pi ) {// penumbra
//return vec4(0.5, 0.5, 0.5, 1.0);
//return vec4(0.0, 1.0, 0.0, 1.0);
return vec4(vec3(length_d/r_p_pi), 1.0);
}
}
return vec4(1.0);
}
Fragment getFragment() {
vec4 position = vs_position;
float depth = pscDepth(position);
vec4 diffuse = texture(texture1, vs_st);
Fragment frag;
if (_performShading) {
// directional lighting
vec3 origin = vec3(0.0);
vec4 spec = vec4(0.0);
vec3 n = normalize(vs_normal.xyz);
//vec3 e = normalize(camdir);
vec3 l_pos = vec3(sun_pos); // sun.
vec3 l_dir = normalize(l_pos-objpos.xyz);
float intensity = min(max(5*dot(n,l_dir), 0.0), 1);
float darkSide = min(max(5*dot(n,-l_dir), 0.0), 1);
float shine = 0.0001;
vec4 specular = vec4(0.5);
vec4 ambient = vec4(0.0,0.0,0.0,transparency);
vec4 daytex = max(intensity * diffuse, ambient);
//vec4 mixtex = mix(diffuse, diffuse2, (1+dot(n,-l_dir))/2);
//diffuse = (daytex*2 + mixtex)/3;
diffuse = daytex;
diffuse *= calcShadow(shadowDataArray, vs_posWorld.xyz);
}
diffuse[3] = transparency;
frag.color = diffuse;
frag.depth = depth;
return frag;
}
@@ -0,0 +1,131 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* 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. *
****************************************************************************************/
const uint numberOfShadows = 1;
struct ShadowRenderingStruct {
float xu, xp;
float rs, rc;
vec3 sourceCasterVec;
vec3 casterPositionVec;
bool isShadowing;
};
uniform ShadowRenderingStruct shadowDataArray[numberOfShadows];
uniform vec4 campos;
uniform vec4 objpos;
uniform vec3 sun_pos;
uniform bool _performShading = true;
uniform float transparency;
uniform int shadows;
uniform float time;
uniform sampler2D texture1;
uniform sampler2D nightTex;
in vec2 vs_st;
in vec2 vs_nightTex;
in vec4 vs_normal;
in vec4 vs_position;
in vec4 vs_posWorld;
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
vec4 butterworthFunc(const float d, const float r, const float n) {
return vec4(vec3(sqrt(r/(r + pow(d, 2*n)))), 1.0);
}
vec4 calcShadow(const ShadowRenderingStruct shadowInfoArray[numberOfShadows], const vec3 position) {
if (shadowInfoArray[0].isShadowing) {
vec3 pc = shadowInfoArray[0].casterPositionVec - position;
vec3 sc_norm = normalize(shadowInfoArray[0].sourceCasterVec); // we can pass this normalized to the shader
vec3 pc_proj = dot(pc, sc_norm) * sc_norm;
vec3 d = pc - pc_proj;
float length_d = length(d);
float length_pc_proj = length(pc_proj);
float r_p_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xp) / shadowInfoArray[0].xp;
//float r_u_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xu) / shadowInfoArray[0].xu;
float r_u_pi = shadowInfoArray[0].rc * (shadowInfoArray[0].xu - length_pc_proj) / shadowInfoArray[0].xu;
if ( length_d < r_u_pi ) { // umbra
//return vec4(0.0, 0.0, 0.0, 1.0);
//return vec4(1.0, 0.0, 0.0, 1.0);
return butterworthFunc(length_d, r_u_pi, 4.0);
}
else if ( length_d < r_p_pi ) {// penumbra
//return vec4(0.5, 0.5, 0.5, 1.0);
//return vec4(0.0, 1.0, 0.0, 1.0);
return vec4(vec3(length_d/r_p_pi), 1.0);
}
}
return vec4(1.0);
}
Fragment getFragment() {
vec4 position = vs_position;
float depth = pscDepth(position);
vec4 diffuse = texture(texture1, vs_st);
vec4 diffuse2 = texture(nightTex, vs_st);
Fragment frag;
if (_performShading) {
// directional lighting
vec3 origin = vec3(0.0);
vec4 spec = vec4(0.0);
vec3 n = normalize(vs_normal.xyz);
//vec3 e = normalize(camdir);
vec3 l_pos = vec3(sun_pos); // sun.
vec3 l_dir = normalize(l_pos-objpos.xyz);
float intensity = min(max(5*dot(n,l_dir), 0.0), 1);
float darkSide = min(max(5*dot(n,-l_dir), 0.0), 1);
float shine = 0.0001;
vec4 specular = vec4(0.5);
vec4 ambient = vec4(0.0,0.0,0.0,transparency);
vec4 daytex = max(intensity * diffuse, ambient);
vec4 mixtex = mix(diffuse, diffuse2, (1+dot(n,-l_dir))/2);
diffuse = (daytex*2 + mixtex)/3;
diffuse *= calcShadow(shadowDataArray, vs_posWorld.xyz);
}
diffuse[3] = transparency;
frag.color = diffuse;
frag.depth = depth;
return frag;
}
@@ -0,0 +1,68 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* 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__
uniform mat4 ViewProjection;
uniform mat4 ModelTransform;
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
//layout(location = 3) in vec2 in_nightTex;
out vec2 vs_st;
out vec4 vs_normal;
out vec4 vs_position;
out vec4 vs_posWorld;
out float s;
#include "PowerScaling/powerScaling_vs.hglsl"
void main()
{
// set variables
vs_st = in_st;
vs_position = in_position;
vec4 tmp = in_position;
// this is wrong for the normal. The normal transform is the transposed inverse of the model transform
vs_normal = normalize(ModelTransform * vec4(in_normal,0));
// The things is not in world coordinates, they are in
// regular view/eye coordinates.
vec4 position = pscTransform(tmp, ModelTransform);
vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
vec4 vP = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
vec4 conv = vec4(vP.xyz * pow(10,vP.w), 1.0);
vs_posWorld = conv;
vs_position = tmp;
// Now is transforming from view position to SGCT projection
// coordinates.
position = ViewProjection * position;
gl_Position = z_normalization(position);
}
+78
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@@ -0,0 +1,78 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* 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__
uniform mat4 ViewProjection;
uniform mat4 ModelTransform;
uniform bool _hasHeightMap;
uniform float _heightExaggeration;
uniform sampler2D heightTex;
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
//layout(location = 3) in vec2 in_nightTex;
out vec2 vs_st;
out vec4 vs_normal;
out vec4 vs_position;
out vec4 vs_posWorld;
out float s;
#include "PowerScaling/powerScaling_vs.hglsl"
void main()
{
// set variables
vs_st = in_st;
vs_position = in_position;
vec4 tmp = in_position;
// this is wrong for the normal. The normal transform is the transposed inverse of the model transform
vs_normal = normalize(ModelTransform * vec4(in_normal,0));
// The things is not in world coordinates, they are in
// regular view/eye coordinates.
vec4 position = pscTransform(tmp, ModelTransform);
vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
vec4 vP = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
vec4 conv = vec4(vP.xyz * pow(10,vP.w), 1.0);
vs_posWorld = conv;
vs_position = tmp;
if (_hasHeightMap) {
float height = texture(heightTex, in_st).r;
vec3 displacementDirection = abs(normalize(in_normal.xyz));
float displacementFactor = height * _heightExaggeration;
position.xyz = position.xyz + displacementDirection * displacementFactor;
}
// Now is transforming from view position to SGCT projection
// coordinates.
position = ViewProjection * position;
gl_Position = z_normalization(position);
}