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55 lines
2.8 KiB
GLSL
55 lines
2.8 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2024 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version __CONTEXT__
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#include "PowerScaling/powerScaling_vs.hglsl"
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layout(location = 0) in vec4 in_position;
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layout(location = 1) in vec2 in_st;
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out vec4 vs_gPosition;
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out vec3 vs_gNormal;
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out float vs_screenSpaceDepth;
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out vec2 vs_st;
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uniform mat4 modelViewProjection;
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uniform mat4 modelViewTransform;
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void main() {
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vec4 position = vec4(in_position.xyz * pow(10, in_position.w), 1);
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vec4 positionClipSpace = modelViewProjection * position;
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vec4 positionScreenSpace = z_normalization(positionClipSpace);
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gl_Position = positionScreenSpace;
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// G-Buffer
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vs_gNormal = vec3(0.0);
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vs_gPosition = modelViewTransform * position; // Must be in SGCT eye space;
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vs_st = in_st;
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vs_screenSpaceDepth = positionScreenSpace.w;
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}
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