Files
OpenSpace/modules/globebrowsing/shaders/geojson_vs.glsl
Alexander Bock 820e90eab4 Happy new year
2025-01-14 16:21:08 +01:00

65 lines
3.2 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2025 *
* *
* 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__
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in float in_height;
out float vs_depth;
out vec3 vs_normal;
out vec4 vs_positionViewSpace;
uniform dmat4 modelTransform;
uniform dmat4 viewTransform;
uniform dmat4 projectionTransform;
uniform mat3 normalTransform;
uniform float heightOffset;
uniform bool useHeightMapData;
void main() {
dvec4 modelPos = dvec4(in_position, 1.0);
// Offset model pos based on height info
if (length(in_position) > 0) {
dvec3 outDirection = normalize(dvec3(in_position));
float height = heightOffset;
if (useHeightMapData) {
height += in_height;
}
modelPos += dvec4(outDirection * double(height), 0.0);
}
vs_positionViewSpace = vec4(viewTransform * modelTransform * modelPos);
vec4 positionScreenSpace = vec4(projectionTransform * vs_positionViewSpace);
vs_depth = positionScreenSpace.w;
vs_normal = normalize(normalTransform * in_normal);
gl_Position = positionScreenSpace;
// Set z to 0 to disable near and far plane, unique handling for perspective in space
gl_Position.z = 0.0;
}