mirror of
https://github.com/OpenSpace/OpenSpace.git
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124 lines
4.9 KiB
GLSL
124 lines
4.9 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2025 *
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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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#include <${MODULE_GLOBEBROWSING}/shaders/tile.glsl>
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#include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.glsl>
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#include <${MODULE_GLOBEBROWSING}/shaders/tileheight.glsl>
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#include <${MODULE_GLOBEBROWSING}/shaders/tilevertexskirt.glsl>
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layout(location = 1) in vec2 in_uv;
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out vec2 fs_uv;
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out vec4 fs_position;
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out vec3 ellipsoidNormalCameraSpace;
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out vec3 levelWeights;
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out vec3 positionCameraSpace;
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out vec3 posObjSpace;
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out vec3 normalObjSpace;
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#if USE_ACCURATE_NORMALS
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out vec3 ellipsoidTangentThetaCameraSpace;
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out vec3 ellipsoidTangentPhiCameraSpace;
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#endif // USE_ACCURATE_NORMALS
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uniform dmat4 inverseViewTransform;
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uniform dmat4 modelTransform;
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#if USE_ECLIPSE_SHADOWS
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// Position in world space
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out vec3 positionWorldSpace;
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#endif // USE_ECLIPSE_SHADOWS
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uniform mat4 projectionTransform;
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// Input points in camera space
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uniform vec3 p00;
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uniform vec3 p10;
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uniform vec3 p01;
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uniform vec3 p11;
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uniform vec3 patchNormalCameraSpace;
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uniform float chunkMinHeight;
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uniform float distanceScaleFactor;
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uniform int chunkLevel;
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vec3 bilinearInterpolation(vec2 uv) {
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vec3 p0 = mix(p00, p10, uv.x);
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vec3 p1 = mix(p01, p11, uv.x);
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return mix(p0, p1, uv.y);
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}
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vec3 getLevelWeights(float distToVertexOnEllipsoid) {
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float projectedScaleFactor = distanceScaleFactor / distToVertexOnEllipsoid;
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float desiredLevel = log2(projectedScaleFactor);
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float levelInterp = chunkLevel - desiredLevel;
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return vec3(
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clamp(1.0 - levelInterp, 0.0, 1.0),
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clamp(levelInterp, 0.0, 1.0) - clamp(levelInterp - 1.0, 0.0, 1.0),
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clamp(levelInterp - 1.0, 0.0, 1.0)
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);
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}
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void main() {
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// Position in cameraspace
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vec3 p = bilinearInterpolation(in_uv);
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// Calculate desired level based on distance to the vertex on the ellipsoid
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// Before any heightmapping is done
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float distToVertexOnEllipsoid = length(p + patchNormalCameraSpace * chunkMinHeight);
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// use level weight for height sampling, and output to fragment shader
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levelWeights = getLevelWeights(distToVertexOnEllipsoid);
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// Get the height value and apply skirts
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float height = getTileHeightScaled(in_uv, levelWeights) - getTileVertexSkirtLength() * 100.0;
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// Translate the point along normal
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p += patchNormalCameraSpace * height;
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vec4 positionClippingSpace = projectionTransform * vec4(p, 1);
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#if USE_ACCURATE_NORMALS
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// Calculate tangents
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ellipsoidTangentThetaCameraSpace = normalize(p10 - p00);
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ellipsoidTangentPhiCameraSpace = normalize(p01 - p00);
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#endif // USE_ACCURATE_NORMALS
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// Write output
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fs_uv = in_uv;
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fs_position = z_normalization(positionClippingSpace);
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gl_Position = fs_position;
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ellipsoidNormalCameraSpace = patchNormalCameraSpace;
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positionCameraSpace = p;
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posObjSpace = vec3(inverseViewTransform * dvec4(p, 1.0));
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#if USE_ECLIPSE_SHADOWS
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positionWorldSpace = vec3(modelTransform * dvec4(p, 1.0));
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#endif // USE_ECLIPSE_SHADOWS
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}
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