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OpenSpace/modules/base/shaders/model_vs.glsl
Alexander Bock 94e3e11188 Update copyright header to 2017
Update Ghoul repository
Remove libgdal link
2017-02-06 18:02:01 -05:00

61 lines
3.0 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* 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__
// Vertex attributes
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
// Uniforms
uniform mat4 modelViewTransform;
uniform mat4 projectionTransform;
uniform vec3 cameraDirectionWorldSpace;
uniform float _magnification;
// Outputs
out vec2 vs_st;
out vec3 vs_normalViewSpace;
out vec4 vs_positionScreenSpace;
out vec4 vs_positionCameraSpace;
#include "PowerScaling/powerScaling_vs.hglsl"
void main() {
vec4 position = in_position;
position.xyz *= pow(10, _magnification);
vs_positionCameraSpace = modelViewTransform * position;
vec4 positionClipSpace = projectionTransform * vs_positionCameraSpace;
// Write output
vs_st = in_st;
vs_positionScreenSpace = z_normalization(positionClipSpace);
gl_Position = vs_positionScreenSpace;
// The normal transform should be the transposed inverse of the model transform?
vs_normalViewSpace = normalize(mat3(modelViewTransform) * in_normal);
}