/***************************************************************************************** * * * 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__ #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; out vec4 vs_normal; out vec2 vs_st; out vec4 vs_positionScreenSpace; uniform mat4 modelTransform; uniform mat4 modelViewProjectionTransform; uniform bool _hasHeightMap; uniform float _heightExaggeration; uniform sampler2D heightTexture; uniform bool _meridianShift; void main() { vs_st = in_st; 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)); if (_hasHeightMap) { vec2 st = vs_st; if (_meridianShift) { st += vec2(0.5, 0.0); } float height = texture(heightTexture, st).s; vec3 displacementDirection = (normalize(tmp.xyz)); float displacementFactor = height * _heightExaggeration / 750.0; tmp.xyz += displacementDirection * displacementFactor; } // convert from psc to homogeneous coordinates vec4 position = vec4(tmp.xyz * pow(10, tmp.w), 1); vec4 positionClipSpace = modelViewProjectionTransform * position; vs_positionScreenSpace = z_normalization(positionClipSpace); gl_Position = vs_positionScreenSpace; }