/***************************************************************************************** * * * 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 vec3 in_position; layout(location = 1) in vec3 in_color; out vec4 vs_position; out vec3 vs_color; out float vs_screenSpaceDepth; out float vs_starBrightness; uniform dmat4 viewProjectionMatrix; uniform dmat4 modelMatrix; uniform dvec3 eyePosition; const double PARSEC = 3.08567756E16; void main() { vs_position = vec4(in_position, 1.0); dvec4 dpos = dvec4(vs_position); double distanceToStar = length(dpos.xyz - eyePosition); vs_starBrightness = clamp(float(8000.0 * PARSEC / distanceToStar), 0.0, 1.0); dpos.xyz *= 8.0; dpos = modelMatrix * dpos; dpos /= PARSEC; vec4 positionScreenSpace = z_normalization(vec4(viewProjectionMatrix * dpos)); vs_color = in_color; vs_screenSpaceDepth = positionScreenSpace.w; gl_Position = positionScreenSpace; }