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https://github.com/OpenSpace/OpenSpace.git
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74 lines
3.4 KiB
GLSL
74 lines
3.4 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 - 2017 *
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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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#include "PowerScaling/powerScaling_vs.hglsl"
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layout(location = 0) in vec4 in_position;
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layout(location = 1) in vec2 in_st;
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layout(location = 2) in vec3 in_normal;
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out vec4 vs_normal;
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out vec2 vs_st;
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out vec4 vs_positionScreenSpace;
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uniform mat4 modelTransform;
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uniform mat4 modelViewProjectionTransform;
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uniform bool _hasHeightMap;
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uniform float _heightExaggeration;
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uniform sampler2D heightTexture;
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uniform bool _meridianShift;
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void main() {
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vs_st = in_st;
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vec4 tmp = in_position;
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// this is wrong for the normal.
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// The normal transform is the transposed inverse of the model transform
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vs_normal = normalize(modelTransform * vec4(in_normal,0));
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if (_hasHeightMap) {
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vec2 st = vs_st;
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if (_meridianShift) {
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st += vec2(0.5, 0.0);
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}
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float height = texture(heightTexture, st).s;
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vec3 displacementDirection = (normalize(tmp.xyz));
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float displacementFactor = height * _heightExaggeration / 750.0;
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tmp.xyz += displacementDirection * displacementFactor;
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}
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// convert from psc to homogeneous coordinates
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vec4 position = vec4(tmp.xyz * pow(10, tmp.w), 1);
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vec4 positionClipSpace = modelViewProjectionTransform * position;
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vs_positionScreenSpace = z_normalization(positionClipSpace);
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gl_Position = vs_positionScreenSpace;
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}
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