/***************************************************************************************** * * * 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__ in vec4 in_point_position; uniform vec3 color; uniform mat4 modelViewTransform; uniform mat4 projectionTransform; uniform int pointSteps; out vec4 vs_positionScreenSpace; out vec4 vs_pointColor; #include "PowerScaling/powerScaling_vs.hglsl" void main() { vec4 positionCameraSpace = modelViewTransform * in_point_position; vec4 positionClipSpace = projectionTransform * positionCameraSpace; vs_positionScreenSpace = z_normalization(positionClipSpace); gl_Position = vs_positionScreenSpace; if(mod(gl_VertexID, pointSteps) == 0) { vs_pointColor.rgb = color; gl_PointSize = 5.0f; } else { vs_pointColor.rgb = (color + vec3(0.6f, 0.6f, 0.6f)) / 2; gl_PointSize = 2.f; } // I don't like this random variable k defined in powerScalingMath.hglsl. // Will ignore it and use 10 in protest of psc dependencies. /KB // float maximumDistance = pow(k, 10); float maximumDistance = pow(10, 10); float distanceToCamera = length(positionCameraSpace.xyz); vs_pointColor.a = maximumDistance / (distanceToCamera/100); }