/***************************************************************************************** * * * 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__ in vec4 in_point_position; uniform vec3 color; out vec4 vs_point_position; flat out int isHour; out vec4 vs_point_color; uniform mat4 ViewProjection; uniform mat4 ModelTransform; uniform vec4 objectVelocity; uniform vec4 lastPosition; //this function does not consider cases where w component is negative float psc_distance(vec4 v1, vec4 v2) { // reduce position numbers /*while(v1.w > 1 && v2.w > 1) { v1.w -= 1; v2.w -= 1; } */ // get position in vec3 if (v1.w > 1) { float f = floor(v1.w); v1.xyz *= pow(10, f); v1.w -= f; } if (v2.w > 1) { float f = floor(v2.w); v2.xyz *= pow(10, f); v2.w -= f; } // using native distance function return distance(v1.xyz, v2.xyz); } #include "PowerScaling/powerScaling_vs.hglsl" void main() { vec4 gray = vec4(0.6f, 0.6f, 0.6f, 0.8f); float cameraTooFar = 1 * pow(k, 10); float bigPoint = 5.f; float smallPoint = 2.f; vec4 tmp = in_point_position; vec4 position = pscTransform(tmp, ModelTransform); vs_point_position = tmp; position = ViewProjection * position; gl_Position = z_normalization(position); int id = gl_VertexID; float hour = mod(id, 4); vs_point_color.xyz = color; vs_point_color[3] = 1.f; vec4 v1 = campos; vec4 v2 = vs_point_position; float cameraDistance = psc_distance(v1,v2); vec4 temp = in_point_position; vec4 templast = lastPosition; if (temp.w > 1) { float f = floor(temp.w); temp.w -= f; temp.xyz *= pow(10, f); } if (templast.w > 1) { float f = floor(templast.w); templast.w -= f; templast.xyz *= pow(10, f); } // while(temp.w > 1) { // temp.xyz *= 10; // temp.w -= 1; // } // while(templast.w > 1) { // templast.xyz *= 10; // templast.w -= 1; // } float observerDistance = length(temp.xyz); float lastDistance = length(templast.xyz); if(hour > 0.1f) { isHour = 0; vs_point_color = gray; gl_PointSize = bigPoint; } else { isHour = 1; gl_PointSize = bigPoint; } if (observerDistance > (lastDistance/20)) { gl_PointSize = smallPoint; //vs_point_color = gray; } /*if (cameraDistance > cameraTooFar ) { vs_point_color[3] = 0.0f; }*/ }