/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2024 * * * * 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__ layout(location = 0) in vec3 in_position; layout(location = 1) in vec3 in_normal; out float vs_depth; out vec3 vs_normal; out vec4 vs_positionViewSpace; uniform mat4 modelViewTransform; uniform mat4 projectionTransform; uniform mat3 normalTransform; void main() { vs_positionViewSpace = vec4(modelViewTransform * dvec4(in_position, 1)); vec4 positionScreenSpace = projectionTransform * vs_positionViewSpace; vs_depth = positionScreenSpace.w; vs_normal = normalize(normalTransform * in_normal); gl_Position = positionScreenSpace; // Set z to 0 to disable near and far plane, unique handling for perspective in space gl_Position.z = 0.f; }