Files
OpenSpace/modules/spacecraftinstruments/shaders/renderablePlanet_vs.glsl
Alexander Bock f57feb01d3 Fix meridian shift issue on Pluto
Easier configuration of Pluto image textures from within the scene file
2017-08-21 13:53:05 -04:00

74 lines
3.4 KiB
GLSL

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#version __CONTEXT__
#include "PowerScaling/powerScaling_vs.hglsl"
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
out vec4 vs_normal;
out vec2 vs_st;
out vec4 vs_positionScreenSpace;
uniform mat4 modelTransform;
uniform mat4 modelViewProjectionTransform;
uniform bool _hasHeightMap;
uniform float _heightExaggeration;
uniform sampler2D heightTexture;
uniform bool _meridianShift;
void main() {
vs_st = in_st;
vec4 tmp = in_position;
// this is wrong for the normal.
// The normal transform is the transposed inverse of the model transform
vs_normal = normalize(modelTransform * vec4(in_normal,0));
if (_hasHeightMap) {
vec2 st = vs_st;
if (_meridianShift) {
st += vec2(0.5, 0.0);
}
float height = texture(heightTexture, st).s;
vec3 displacementDirection = (normalize(tmp.xyz));
float displacementFactor = height * _heightExaggeration / 750.0;
tmp.xyz += displacementDirection * displacementFactor;
}
// convert from psc to homogeneous coordinates
vec4 position = vec4(tmp.xyz * pow(10, tmp.w), 1);
vec4 positionClipSpace = modelViewProjectionTransform * position;
vs_positionScreenSpace = z_normalization(positionClipSpace);
gl_Position = vs_positionScreenSpace;
}