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

69 lines
3.3 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 *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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****************************************************************************************/
#version __CONTEXT__
uniform mat4 ViewProjection;
uniform mat4 ModelTransform;
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
//layout(location = 3) in vec2 in_nightTex;
out vec2 vs_st;
out vec4 vs_normal;
out vec4 vs_position;
out vec4 vs_posWorld;
out float s;
#include "PowerScaling/powerScaling_vs.hglsl"
void main()
{
// set variables
vs_st = in_st;
vs_position = in_position;
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));
// The things is not in world coordinates, they are in
// regular view/eye coordinates.
vec4 position = pscTransform(tmp, ModelTransform);
vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
vec4 vP = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
vec4 conv = vec4(vP.xyz * pow(10,vP.w), 1.0);
vs_posWorld = conv;
vs_position = tmp;
// Now is transforming from view position to SGCT projection
// coordinates.
position = ViewProjection * position;
gl_Position = z_normalization(position);
}