/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2023 * * * * 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" #include <${MODULE_GLOBEBROWSING}/shaders/tile.glsl> #include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.glsl> #include <${MODULE_GLOBEBROWSING}/shaders/tileheight.glsl> #include <${MODULE_GLOBEBROWSING}/shaders/tilevertexskirt.glsl> layout(location = 1) in vec2 in_uv; out vec4 fs_position; out vec2 fs_uv; out vec3 ellipsoidNormalCameraSpace; out vec3 levelWeights; out vec3 positionCameraSpace; #if USE_ACCURATE_NORMALS out vec3 ellipsoidTangentThetaCameraSpace; out vec3 ellipsoidTangentPhiCameraSpace; #endif // USE_ACCURATE_NORMALS #if USE_ECLIPSE_SHADOWS out vec3 positionWorldSpace; uniform dmat4 modelTransform; #endif // USE_ECLIPSE_SHADOWS #if SHADOW_MAPPING_ENABLED // ShadowMatrix is the matrix defined by: // textureCoordsMatrix * projectionMatrix * combinedViewMatrix * modelMatrix // where textureCoordsMatrix is just a scale and bias computation: [-1,1] to [0,1] uniform dmat4 shadowMatrix; out vec4 shadowCoords; #endif // SHADOW_MAPPING_ENABLED uniform mat4 modelViewProjectionTransform; uniform mat4 modelViewTransform; uniform vec3 radiiSquared; uniform vec2 minLatLon; uniform vec2 lonLatScalingFactor; uniform vec3 cameraPosition; uniform float chunkMinHeight; uniform float distanceScaleFactor; uniform int chunkLevel; struct PositionNormalPair { vec3 position; vec3 normal; }; PositionNormalPair globalInterpolation(vec2 uv) { vec2 lonlat = lonLatScalingFactor * uv + minLatLon; // geodetic surface normal float cosLat = cos(lonlat.y); vec3 normal = vec3(cosLat * cos(lonlat.x), cosLat * sin(lonlat.x), sin(lonlat.y)); vec3 k = radiiSquared * normal; float gamma = sqrt(dot(k, normal)); PositionNormalPair result; result.position = k / gamma; result.normal = normal; return result; } vec3 getLevelWeights(float distToVertexOnEllipsoid) { float projectedScaleFactor = distanceScaleFactor / distToVertexOnEllipsoid; float desiredLevel = log2(projectedScaleFactor); float levelInterp = chunkLevel - desiredLevel; return vec3( clamp(1.0 - levelInterp, 0.0, 1.0), clamp(levelInterp, 0.0, 1.0) - clamp(levelInterp - 1.0, 0.0, 1.0), clamp(levelInterp - 1.0, 0.0, 1.0) ); } void main() { PositionNormalPair pair = globalInterpolation(in_uv); float distToVertexOnEllipsoid = length((pair.normal * chunkMinHeight + pair.position) - cameraPosition); // use level weight for height sampling, and output to fragment shader levelWeights = getLevelWeights(distToVertexOnEllipsoid); // Get the height value and apply skirts float height = getTileHeight(in_uv, levelWeights) - getTileVertexSkirtLength(); #if USE_ACCURATE_NORMALS // Calculate tangents // tileDelta is a step length (epsilon). Should be small enough for accuracy but not // Too small for precision. 1 / 512 is good. const float tileDelta = 1.0 / 512.0; PositionNormalPair pair10 = globalInterpolation(vec2(1.0, 0.0) * tileDelta + in_uv); PositionNormalPair pair01 = globalInterpolation(vec2(0.0, 1.0) * tileDelta + in_uv); vec3 ellipsoidTangentTheta = normalize(pair10.position - pair.position); vec3 ellipsoidTangentPhi = normalize(pair01.position - pair.position); ellipsoidTangentThetaCameraSpace = mat3(modelViewTransform) * ellipsoidTangentTheta; ellipsoidTangentPhiCameraSpace = mat3(modelViewTransform) * ellipsoidTangentPhi; #endif // USE_ACCURATE_NORMALS // Add the height in the direction of the normal pair.position = pair.normal * height + pair.position; vec4 positionClippingSpace = modelViewProjectionTransform * vec4(pair.position, 1.0); // Write output fs_uv = in_uv; fs_position = z_normalization(positionClippingSpace); gl_Position = fs_position; ellipsoidNormalCameraSpace = mat3(modelViewTransform) * pair.normal; positionCameraSpace = vec3(modelViewTransform * vec4(pair.position, 1.0)); #if USE_ECLIPSE_SHADOWS positionWorldSpace = vec3(modelTransform * dvec4(pair.position, 1.0)); #endif // USE_ECLIPSE_SHADOWS #if SHADOW_MAPPING_ENABLED shadowCoords = vec4(shadowMatrix * dvec4(pair.position, 1.0)); #endif // SHADOW_MAPPING_ENABLED }