Files
OpenSpace/modules/spacecraftinstruments/shaders/renderablePlanet_vs.glsl
Alexander Bock c1252902c7 More Code Cleanup (#2192)
* Harmonizing ( and ) in function calls
* static const -> constexpr
* Fix compile issue
* Unify shader tab size
* Add _fs and _vs to shaders
* Harmonize spacing
2022-07-26 11:22:41 +02:00

73 lines
3.3 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2022 *
* *
* 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/powerScaling_vs.hglsl"
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
out vec3 vs_normal;
out vec2 vs_st;
out float vs_depth;
uniform mat4 modelTransform;
uniform mat4 modelViewProjectionTransform;
uniform bool hasHeightMap;
uniform float heightExaggeration;
uniform sampler2D heightTexture;
uniform bool meridianShift;
void main() {
vs_st = in_st;
vec3 tmp = in_position.xyz;
// This is wrong for the normal.
// The normal transform is the transposed inverse of the model transform
vs_normal = normalize(modelTransform * vec4(in_normal, 0.0)).xyz;
if (hasHeightMap) {
vec2 st = vs_st;
if (meridianShift) {
st += vec2(0.5, 0.0);
}
float height = texture(heightTexture, st).s;
vec3 displacementDirection = normalize(tmp);
float displacementFactor = height * heightExaggeration;
tmp += displacementDirection * displacementFactor;
}
// convert from psc to homogeneous coordinates
vec4 position = vec4(tmp, 1.0);
vec4 positionClipSpace = modelViewProjectionTransform * position;
vec4 p = z_normalization(positionClipSpace);
vs_depth = p.w;
gl_Position = p;
}