/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2020 * * * * 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 vec2 vs_st; out vec3 vs_normalViewSpace; out vec4 vs_positionScreenSpace; out vec4 vs_positionCameraSpace; uniform mat4 modelViewTransform; uniform mat4 projectionTransform; uniform vec3 cameraDirectionWorldSpace; uniform float _magnification; void main() { vec4 position = in_position; // Position already in homogenous coordinates position.xyz *= pow(10, _magnification); vs_positionCameraSpace = modelViewTransform * position; vec4 positionClipSpace = projectionTransform * vs_positionCameraSpace; vs_st = in_st; vs_positionScreenSpace = z_normalization(positionClipSpace); gl_Position = vs_positionScreenSpace; // The normal transform should be the transposed inverse of the model transform? vs_normalViewSpace = normalize(mat3(modelViewTransform) * in_normal); }