Files
OpenSpace/modules/space/shaders/debrisViz_vs.glsl
T
Alexander Bock c3ba532bdb Feature/cleanup (#1608)
* Revert screenlog back to showing Info and above messages
 * Various code cleanup
2021-05-25 14:08:33 +02:00

73 lines
3.7 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2021 *
* *
* 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 *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#version __CONTEXT__
#include "PowerScaling/powerScalingMath.hglsl"
layout (location = 0) in vec4 vertexData; // 1: x, 2: y, 3: z, 4: timeOffset,
layout (location = 1) in vec2 orbitData; // 1: epoch, 2: period
out vec4 viewSpacePosition;
out float viewSpaceDepth;
out float periodFraction;
out float offsetPeriods;
uniform dmat4 modelViewTransform;
uniform mat4 projectionTransform;
uniform double inGameTime;
void main() {
/*
* The way the position and line fade is calculated is:
* By using inGameTime, epoch and period of this orbit, we get how many revolutions it
* has done since epoch. The fract of that, is how far into a revolution it has traveled
* since epoch. Similarly we do the same but for this vertex, but calculating
* offsetPeriods. In the fragment shader the difference between periodFraction_f and
* offsetPeriods is calculated to know how much to fade that specific fragment.
*/
// If orbit_data is doubles, cast to float first
float epoch = orbitData.x;
float period = orbitData.y;
// calculate nr of periods, get fractional part to know where the vertex closest to the
// debris part is right now
double nrOfRevolutions = (inGameTime - epoch) / period;
double frac = double(int(nrOfRevolutions));
double periodFractiond = nrOfRevolutions - frac;
if (periodFractiond < 0.0) {
periodFractiond += 1.0;
}
periodFraction = float(periodFractiond);
// same procedure for the current vertex
offsetPeriods = vertexData.w / float(period);
viewSpacePosition = vec4(modelViewTransform * dvec4(vertexData.xyz, 1));
vec4 vs_position = z_normalization(projectionTransform * viewSpacePosition);
gl_Position = vs_position;
viewSpaceDepth = vs_position.w;
}