mirror of
https://github.com/OpenSpace/OpenSpace.git
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c3ba532bdb
* Revert screenlog back to showing Info and above messages * Various code cleanup
73 lines
3.7 KiB
GLSL
73 lines
3.7 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2021 *
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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/powerScalingMath.hglsl"
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layout (location = 0) in vec4 vertexData; // 1: x, 2: y, 3: z, 4: timeOffset,
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layout (location = 1) in vec2 orbitData; // 1: epoch, 2: period
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out vec4 viewSpacePosition;
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out float viewSpaceDepth;
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out float periodFraction;
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out float offsetPeriods;
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uniform dmat4 modelViewTransform;
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uniform mat4 projectionTransform;
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uniform double inGameTime;
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void main() {
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/*
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* The way the position and line fade is calculated is:
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* By using inGameTime, epoch and period of this orbit, we get how many revolutions it
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* has done since epoch. The fract of that, is how far into a revolution it has traveled
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* since epoch. Similarly we do the same but for this vertex, but calculating
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* offsetPeriods. In the fragment shader the difference between periodFraction_f and
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* offsetPeriods is calculated to know how much to fade that specific fragment.
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*/
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// If orbit_data is doubles, cast to float first
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float epoch = orbitData.x;
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float period = orbitData.y;
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// calculate nr of periods, get fractional part to know where the vertex closest to the
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// debris part is right now
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double nrOfRevolutions = (inGameTime - epoch) / period;
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double frac = double(int(nrOfRevolutions));
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double periodFractiond = nrOfRevolutions - frac;
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if (periodFractiond < 0.0) {
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periodFractiond += 1.0;
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}
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periodFraction = float(periodFractiond);
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// same procedure for the current vertex
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offsetPeriods = vertexData.w / float(period);
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viewSpacePosition = vec4(modelViewTransform * dvec4(vertexData.xyz, 1));
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vec4 vs_position = z_normalization(projectionTransform * viewSpacePosition);
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gl_Position = vs_position;
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viewSpaceDepth = vs_position.w;
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}
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