Files
OpenSpace/modules/space/shaders/travelspeed_vs.glsl
Alexander Bock 4f4764209f Happy new year
2023-01-02 11:19:33 +01:00

63 lines
3.0 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2023 *
* *
* 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;
out float vs_depth;
out vec4 vs_positionViewSpace;
out vec4 finalColor;
uniform vec3 lineColor;
uniform float opacity;
uniform mat4 modelViewTransform;
uniform mat4 projectionTransform;
void main() {
vs_positionViewSpace = vec4(modelViewTransform * dvec4(in_position, 1.0));
vec4 positionScreenSpace = projectionTransform * vs_positionViewSpace;
vs_depth = positionScreenSpace.w;
gl_Position = positionScreenSpace;
// Makes it liniarly fade betweet vertex 0 and 1
if (gl_VertexID == 0) {
finalColor = vec4(0.0, 0.0, 0.0, 0.0);
}
// Makes sure the line between index 1 and 2 is uniformly colored
else if (gl_VertexID == 1) {
finalColor = vec4(lineColor, opacity);
}
else if (gl_VertexID == 2) {
finalColor = vec4(lineColor, opacity);
}
// should never hit else
else {
finalColor = vec4(1.0, 1.0, 0.0, 1.0);
}
gl_Position.z = 0.f;
}