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OpenSpace/modules/globebrowsing/shaders/rings_vs.glsl

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GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2025 *
* *
* 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 *
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* 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: *
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* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
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* 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 *
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****************************************************************************************/
#version __CONTEXT__
#include "PowerScaling/powerScaling_vs.hglsl"
layout(location = 0) in vec2 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
out vec2 vs_st;
out float vs_screenSpaceDepth;
out vec4 shadowCoords;
out vec3 vs_normal;
uniform dmat4 modelViewProjectionMatrix;
// ShadowMatrix is the matrix defined by:
// textureCoordsMatrix * projectionMatrix * combinedViewMatrix * modelMatrix
// where textureCoordsMatrix is just a scale and bias computation: [-1,1] to [0,1]
uniform dmat4 shadowMatrix;
void main() {
vs_st = in_st;
vs_normal = mat3(modelViewProjectionMatrix) * in_normal;
dvec4 positionClipSpace = modelViewProjectionMatrix * dvec4(in_position, 0.0, 1.0);
vec4 positionClipSpaceZNorm = z_normalization(vec4(positionClipSpace));
shadowCoords = vec4(shadowMatrix * dvec4(in_position, 0.0, 1.0));
vs_screenSpaceDepth = positionClipSpaceZNorm.w;
gl_Position = positionClipSpaceZNorm;
}