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69 lines
3.3 KiB
GLSL
69 lines
3.3 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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uniform mat4 ViewProjection;
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uniform mat4 ModelTransform;
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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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//layout(location = 3) in vec2 in_nightTex;
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out vec2 vs_st;
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out vec4 vs_normal;
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out vec4 vs_position;
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out vec4 vs_posWorld;
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out float s;
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#include "PowerScaling/powerScaling_vs.hglsl"
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void main()
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{
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// set variables
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vs_st = in_st;
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vs_position = in_position;
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vec4 tmp = in_position;
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// this is wrong for the normal. 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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// The things is not in world coordinates, they are in
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// regular view/eye coordinates.
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vec4 position = pscTransform(tmp, ModelTransform);
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vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
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vec4 vP = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
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vec4 conv = vec4(vP.xyz * pow(10,vP.w), 1.0);
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vs_posWorld = conv;
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vs_position = tmp;
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// Now is transforming from view position to SGCT projection
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// coordinates.
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position = ViewProjection * position;
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gl_Position = z_normalization(position);
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}
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