mirror of
https://github.com/OpenSpace/OpenSpace.git
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65 lines
3.2 KiB
GLSL
65 lines
3.2 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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layout(location = 0) in vec3 in_position;
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layout(location = 1) in vec3 in_normal;
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layout(location = 2) in float in_height;
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out float vs_depth;
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out vec3 vs_normal;
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out vec4 vs_positionViewSpace;
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uniform dmat4 modelTransform;
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uniform dmat4 viewTransform;
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uniform dmat4 projectionTransform;
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uniform mat3 normalTransform;
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uniform float heightOffset;
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uniform bool useHeightMapData;
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void main() {
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dvec4 modelPos = dvec4(in_position, 1.0);
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// Offset model pos based on height info
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if (length(in_position) > 0) {
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dvec3 outDirection = normalize(dvec3(in_position));
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float height = heightOffset;
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if (useHeightMapData) {
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height += in_height;
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}
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modelPos += dvec4(outDirection * double(height), 0.0);
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}
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vs_positionViewSpace = vec4(viewTransform * modelTransform * modelPos);
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vec4 positionScreenSpace = vec4(projectionTransform * vs_positionViewSpace);
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vs_depth = positionScreenSpace.w;
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vs_normal = normalize(normalTransform * in_normal);
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gl_Position = positionScreenSpace;
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// Set z to 0 to disable near and far plane, unique handling for perspective in space
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gl_Position.z = 0.0;
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}
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