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https://github.com/OpenSpace/OpenSpace.git
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70 lines
3.4 KiB
GLSL
70 lines
3.4 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2023 *
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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/powerScaling_vs.hglsl"
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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 vec3 in_tangent;
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out vec2 vs_st;
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out vec3 vs_normalViewSpace;
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out float vs_screenSpaceDepth;
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out vec4 vs_positionCameraSpace;
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out mat3 vs_TBN;
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uniform mat4 modelViewTransform;
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uniform mat4 projectionTransform;
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uniform mat4 normalTransform;
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uniform mat4 meshTransform;
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uniform mat4 meshNormalTransform;
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void main() {
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vs_positionCameraSpace = modelViewTransform * (meshTransform * in_position);
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vec4 positionClipSpace = projectionTransform * vs_positionCameraSpace;
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vec4 positionScreenSpace = z_normalization(positionClipSpace);
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gl_Position = positionScreenSpace;
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vs_st = in_st;
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vs_screenSpaceDepth = positionScreenSpace.w;
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vs_normalViewSpace =
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normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal));
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// TBN matrix for normal mapping
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vec3 T = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_tangent));
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vec3 N = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal));
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// Re-orthogonalize T with respect to N
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T = normalize(T - dot(T, N) * N);
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// Retrieve perpendicular vector B with cross product of T and N
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vec3 B = normalize(cross(N, T));
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vs_TBN = mat3(T, B, N);
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}
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