Files
OpenSpace/modules/globebrowsing/shaders/pointglobe_vs.glsl

55 lines
2.8 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 *
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****************************************************************************************/
#version __CONTEXT__
#include "PowerScaling/powerScaling_vs.hglsl"
layout(location = 0) in vec2 in_position;
out vec4 vs_positionClipSpace;
out vec4 vs_positionCameraSpace;
out vec2 vs_positionModelSpace;
uniform float lightIntensityClamped;
uniform mat4 modelViewTransform;
uniform mat4 projectionTransform;
uniform mat4 directionToSunViewSpace;
void main() {
vs_positionModelSpace = in_position;
float totalIntensity = lightIntensityClamped;
vec4 positionCameraSpace = modelViewTransform * vec4(
in_position * totalIntensity,
0.0,
1.0
);
vec4 positionClipSpace = projectionTransform * positionCameraSpace;
vs_positionClipSpace = z_normalization(positionClipSpace);
gl_Position = z_normalization(positionClipSpace);
}