Files
OpenSpace/modules/spacecraftinstruments/shaders/terminatorshadow_vs.glsl

53 lines
2.7 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__
#include "PowerScaling/powerScaling_vs.hglsl"
layout(location = 0) in vec4 in_point_position;
out vec3 vs_color;
out float vs_depth;
uniform mat4 modelViewProjectionTransform;
uniform vec3 shadowColor;
void main() {
if (mod(gl_VertexID, 2) == 0.0) {
vs_color = shadowColor;
}
else {
vs_color = vec3(0.0);
}
// Transform the damn psc to homogenous coordinate
vec4 position = vec4(in_point_position.xyz * pow(10, in_point_position.w), 1.0);
vec4 positionClipSpace = modelViewProjectionTransform * position;
vec4 p = z_normalization(positionClipSpace);
vs_depth = p.w;
gl_Position = p;
}