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OpenSpace/modules/galaxy/shaders/billboard_ge.glsl
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GLSL

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