Files
OpenSpace/modules/space/shaders/renderableplanet_vs.glsl
Alexander Bock 6199289e91 Code cleanup
2017-02-27 23:03:07 -05:00

59 lines
2.9 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 *
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* 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 *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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****************************************************************************************/
#version __CONTEXT__
uniform mat4 ModelTransform;
uniform mat4 modelViewProjectionTransform;
layout(location = 0) in vec4 in_position;
//in vec3 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
out vec2 vs_st;
out vec4 vs_normal;
out vec4 vs_position;
out float s;
#include "PowerScaling/powerScaling_vs.hglsl"
void main() {
// set variables
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));
// vs_normal = vec4(in_normal, 0.0);
vec4 position = vec4(tmp.xyz * pow(10, tmp.w), 1.0);
position = modelViewProjectionTransform * position;
vs_position = z_normalization(position);
gl_Position = vs_position;
}