/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2023 * * * * 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 vec3 in_point_position; out float vs_positionDepth; out vec4 vs_gPosition; out float fade; noperspective out vec2 mathLine; uniform dmat4 modelViewTransform; uniform mat4 projectionTransform; uniform int idOffset; uniform int nVertices; uniform bool useLineFade; uniform float lineFade; uniform int vertexSortingMethod; uniform int pointSize; uniform int stride; uniform vec4 viewport; // Fragile! Keep in sync with RenderableTrail::render #define VERTEX_SORTING_NEWESTFIRST 0 #define VERTEX_SORTING_OLDESTFIRST 1 #define VERTEX_SORTING_NOSORTING 2 void main() { int modId = gl_VertexID; if ((vertexSortingMethod != VERTEX_SORTING_NOSORTING) && useLineFade) { // Account for a potential rolling buffer modId = gl_VertexID - idOffset; if (modId < 0) { modId += nVertices; } // Convert the index to a [0,1] ranger float id = float(modId) / float(nVertices); if (vertexSortingMethod == VERTEX_SORTING_NEWESTFIRST) { id = 1.0 - id; } fade = clamp(id * lineFade, 0.0, 1.0); } else { fade = 1.0; } vs_gPosition = vec4(modelViewTransform * dvec4(in_point_position, 1)); vec4 vs_positionClipSpace = projectionTransform * vs_gPosition; vec4 vs_positionNDC = vs_positionClipSpace / vs_positionClipSpace.w; vs_positionDepth = vs_positionClipSpace.w; gl_PointSize = (stride == 1 || int(modId) % stride == 0) ? float(pointSize) : float(pointSize) / 2; gl_Position = z_normalization(vs_positionClipSpace); mathLine = 0.5 * (vs_positionNDC.xy + vec2(1.0)) * viewport.zw; }