/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014 * * * * 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__ layout(location = 0) in vec4 vertPosition; uniform mat4 modelViewProjection; uniform mat4 modelTransform; out vec3 vPosition; out vec4 worldPosition; out float s; #include "PowerScaling/powerScaling_vs.hglsl" void main() { //vs_st = in_st; //vs_stp = in_position.xyz; vPosition = vertPosition.xyz; worldPosition = vertPosition; // 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)); vec4 position = pscTransform(worldPosition, modelTransform); // project the position to view space gl_Position = z_normalization(modelViewProjection * position); // vPosition = vertPosition.xyz; // worldPosition = (modelTransform *vec4(vPosition, 1.0)).xyz; // gl_Position = modelViewProjection *vec4(worldPosition, 1.0); }