/***************************************************************************************** * * * 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__ #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 vec3 in_tangent; layout(location = 4) in vec3 in_color; out vec2 vs_st; out vec3 vs_normalViewSpace; out float vs_screenSpaceDepth; out vec4 vs_positionCameraSpace; out mat3 vs_TBN; out vec3 vs_color; uniform mat4 modelViewTransform; uniform mat4 projectionTransform; uniform mat4 normalTransform; uniform mat4 meshTransform; uniform mat4 meshNormalTransform; void main() { vs_positionCameraSpace = modelViewTransform * (meshTransform * in_position); vec4 positionClipSpace = projectionTransform * vs_positionCameraSpace; vec4 positionScreenSpace = z_normalization(positionClipSpace); gl_Position = positionScreenSpace; vs_st = in_st; vs_color = in_color; vs_screenSpaceDepth = positionScreenSpace.w; vs_normalViewSpace = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal)); // TBN matrix for normal mapping vec3 T = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_tangent)); vec3 N = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal)); // Re-orthogonalize T with respect to N T = normalize(T - dot(T, N) * N); // Retrieve perpendicular vector B with cross product of T and N vec3 B = normalize(cross(N, T)); vs_TBN = mat3(T, B, N); }