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102 lines
4.4 KiB
GLSL
102 lines
4.4 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2019 *
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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 "floatoperations.glsl"
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#include "PowerScaling/powerScalingMath.hglsl"
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uniform dvec3 eyePosition;
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uniform dvec3 cameraUp;
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uniform dmat4 cameraViewProjectionMatrix;
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uniform dmat4 modelMatrix;
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layout(points) in;
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layout(triangle_strip, max_vertices = 4) out;
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in vec4 vs_gPosition[];
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in vec3 vs_color[];
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out vec4 vs_position;
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out vec2 psfCoords;
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flat out vec3 ge_color;
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flat out float ge_screenSpaceDepth;
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const double PARSEC = 3.08567756E16;
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void main() {
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vs_position = gl_in[0].gl_Position; // in object space
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ge_color = vs_color[0];
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double scaleMultiply = 8.0;
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dvec4 dpos = dvec4(vs_position);
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dpos.xyz *= scaleMultiply;
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dpos = modelMatrix * dpos;
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dpos /= PARSEC;
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//It lies about 8 kpc from the center on what is known as the Orion Arm of the Milky Way
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dpos.x += 8000;
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scaleMultiply *= 4.0;
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dvec3 scaledRight = dvec3(0.0);
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dvec3 scaledUp = dvec3(0.0);
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vec4 bottomLeftVertex, bottomRightVertex, topLeftVertex, topRightVertex;
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dvec3 normal = normalize(eyePosition - dpos.xyz);
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dvec3 newRight = normalize(cross(cameraUp, normal));
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dvec3 newUp = cross(normal, newRight);
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scaledRight = scaleMultiply * newRight;
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scaledUp = scaleMultiply * newUp;
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bottomLeftVertex = z_normalization(vec4(cameraViewProjectionMatrix *
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dvec4(dpos.xyz - scaledRight - scaledUp, dpos.w)));
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//dvec4 dposCamera = cameraViewProjectionMatrix * dpos;
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//ge_screenSpaceDepth = float(length(eyePosition - dposCamera.xyz)/PARSEC);
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ge_screenSpaceDepth = bottomLeftVertex.w;
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topRightVertex = z_normalization(vec4(cameraViewProjectionMatrix *
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dvec4(dpos.xyz + scaledUp + scaledRight, dpos.w)));
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bottomRightVertex = z_normalization(vec4(cameraViewProjectionMatrix *
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dvec4(dpos.xyz + scaledRight - scaledUp, dpos.w)));
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topLeftVertex = z_normalization(vec4(cameraViewProjectionMatrix *
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dvec4(dpos.xyz + scaledUp - scaledRight, dpos.w)));
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// Build primitive
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gl_Position = topLeftVertex;
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psfCoords = vec2(-1.0, 1.0);
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EmitVertex();
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gl_Position = bottomLeftVertex;
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psfCoords = vec2(-1.0, -1.0);
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EmitVertex();
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gl_Position = topRightVertex;
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psfCoords = vec2(1.0, 1.0);
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EmitVertex();
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gl_Position = bottomRightVertex;
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psfCoords = vec2(1.0, -1.0);
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EmitVertex();
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EndPrimitive();
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}
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