mirror of
https://github.com/OpenSpace/OpenSpace.git
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- First draft of the ABuffer visualizer renders a cube with all fragments from the single linked abuffer. Lua command to turn on is openspace.visualizeABuffer(true) - Fixed LuaConsole to stop receiving input command after inputing command - Fixed LuaConsole not to add command to history if it is identical to the most recent command. TODO: - Add support for dynamic and fixed abuffer - Scale the cube to match the window ratio
41 lines
2.3 KiB
GLSL
41 lines
2.3 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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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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uniform mat4 ViewProjection;
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uniform mat4 ModelTransform;
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layout(location = 0) in vec3 in_position;
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layout(location = 1) in vec4 in_color;
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out vec4 vs_color;
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void main()
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{
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// set variables
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vs_color = in_color;
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gl_Position = ViewProjection*ModelTransform*vec4(in_position,1);
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} |