/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2016 * * * * 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 model; uniform mat4 view; uniform mat4 projection; in vec4 in_position; in vec3 in_brightness; in vec3 in_velocity; in float in_speed; out vec4 psc_position; out vec3 vs_brightness; out vec3 vs_velocity; out float vs_speed; out vec4 cam_position; #include "PowerScaling/powerScaling_vs.hglsl" void main() { vec4 p = in_position; psc_position = p; vs_brightness = in_brightness; vs_velocity = in_velocity; vs_speed = in_speed; cam_position = campos; vec4 tmp = p; vec4 position = pscTransform(tmp, mat4(1.0)); // vec4 position = pscTransform(tmp, model); // psc_position = tmp; position = view * position; // position = ViewProjection * ModelTransform * position; // gl_Position = z_normalization(position); gl_Position = position; }