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60 lines
2.9 KiB
GLSL
60 lines
2.9 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2024 *
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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 vec3 in_position;
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layout(location = 1) in vec3 in_color;
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out vec4 vs_position;
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out vec3 vs_color;
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out float vs_screenSpaceDepth;
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out float vs_starBrightness;
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uniform dmat4 viewProjectionMatrix;
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uniform dmat4 modelMatrix;
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uniform dvec3 eyePosition;
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const double PARSEC = 3.08567756E16;
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void main() {
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vs_position = vec4(in_position, 1.0);
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dvec4 dpos = dvec4(vs_position);
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double distanceToStar = length(dpos.xyz - eyePosition);
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vs_starBrightness = clamp(float(8000.0 * PARSEC / distanceToStar), 0.0, 1.0);
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dpos.xyz *= 8.0;
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dpos = modelMatrix * dpos;
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dpos /= PARSEC;
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vec4 positionScreenSpace = z_normalization(vec4(viewProjectionMatrix * dpos));
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vs_color = in_color;
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vs_screenSpaceDepth = positionScreenSpace.w;
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gl_Position = positionScreenSpace;
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}
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