Files
OpenSpace/modules/base/shaders/model_vs.glsl
Malin E 01483ef982 Add support for model vertex colors (#3346)
* Add model vertex color support

* Fix an issue with the Tiangong model not loading properly and set a correct bounding sphere size for it

* Update caching for models

* Update previous model examples to the new format

* And add a new example to test the new vertex colors support

* Apply suggestions from code review

Co-authored-by: Alexander Bock <alexander.bock@liu.se>

* Add a model example with lighting

* Improve the basic example and add a separate example for vertex colors

* Add visual test for vertex colors (#3348)

* Update the readme file for the visual tests

* Add asset instruction to the visual testing readme

* Add visual test for RenderableModel with vertex colors

* Apply suggestions from code review

Co-authored-by: Alexander Bock <alexander.bock@liu.se>

* Update test when asset changed name

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Co-authored-by: Alexander Bock <alexander.bock@liu.se>

* Update Ghoul

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Co-authored-by: Alexander Bock <alexander.bock@liu.se>
2024-07-17 15:56:06 +02:00

74 lines
3.5 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2024 *
* *
* 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 *
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* 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 *
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#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;
layout(location = 3) in vec3 in_tangent;
layout(location = 4) in vec3 in_color;
out vec2 vs_st;
out vec3 vs_normalViewSpace;
out float vs_screenSpaceDepth;
out vec4 vs_positionCameraSpace;
out mat3 vs_TBN;
out vec3 vs_color;
uniform mat4 modelViewTransform;
uniform mat4 projectionTransform;
uniform mat4 normalTransform;
uniform mat4 meshTransform;
uniform mat4 meshNormalTransform;
void main() {
vs_positionCameraSpace = modelViewTransform * (meshTransform * in_position);
vec4 positionClipSpace = projectionTransform * vs_positionCameraSpace;
vec4 positionScreenSpace = z_normalization(positionClipSpace);
gl_Position = positionScreenSpace;
vs_st = in_st;
vs_color = in_color;
vs_screenSpaceDepth = positionScreenSpace.w;
vs_normalViewSpace =
normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal));
// TBN matrix for normal mapping
vec3 T = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_tangent));
vec3 N = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal));
// Re-orthogonalize T with respect to N
T = normalize(T - dot(T, N) * N);
// Retrieve perpendicular vector B with cross product of T and N
vec3 B = normalize(cross(N, T));
vs_TBN = mat3(T, B, N);
}