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OpenSpace/modules/galaxy/shaders/points.vs
Alexander Bock 94e3e11188 Update copyright header to 2017
Update Ghoul repository
Remove libgdal link
2017-02-06 18:02:01 -05:00

54 lines
2.6 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* 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__
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
in vec3 inPosition;
in vec3 inColor;
out vec3 vsPosition;
out vec3 vsColor;
#include "PowerScaling/powerScaling_vs.hglsl"
void main() {
vec4 p = vec4(inPosition, 1.0);
vec4 worldPosition = model * p;
worldPosition.w = 0.0;
vec4 position = worldPosition; //pscTransform(worldPosition, model);
position = pscTransform(position, mat4(1.0));
vsPosition = position.xyz;
position = projection * view * position;
gl_Position = z_normalization(position);
vsColor = inColor;
}