/***************************************************************************************** * * * 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); }