Files
OpenSpace/modules/spacecraftinstruments/shaders/fov_vs.glsl
T
2017-12-29 20:11:22 +01:00

89 lines
4.1 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
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* Copyright (c) 2014-2018 *
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* 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 *
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* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
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* 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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#version __CONTEXT__
#include "PowerScaling/powerScaling_vs.hglsl"
layout(location = 0) in vec3 in_point_position;
layout (location = 1) in int colorInformation;
out vec4 vs_color;
out vec4 vs_positionScreenSpace;
uniform mat4 modelViewProjectionTransform;
uniform vec4 defaultColorStart;
uniform vec4 defaultColorEnd;
uniform vec4 activeColor;
uniform vec4 targetInFieldOfViewColor;
uniform vec4 intersectionStartColor;
uniform vec4 intersectionEndColor;
uniform vec4 squareColor;
uniform float interpolation;
// This needs to be synced with the RenderableFov header
const int VertexColorTypeDefaultStart = 0;
const int VertexColorTypeDefaultEnd = 1;
const int VertexColorTypeInFieldOfView = 2;
const int VertexColorTypeActive = 3;
const int VertexColorTypeIntersectionStart = 4;
const int VertexColorTypeIntersectionEnd = 5;
const int VertexColorTypeSquare = 6;
void main() {
vec4 position = vec4(in_point_position, 1);
vec4 positionClipSpace = modelViewProjectionTransform * position;
vs_positionScreenSpace = z_normalization(positionClipSpace);
gl_Position = vs_positionScreenSpace;
switch (colorInformation) {
case VertexColorTypeDefaultStart:
vs_color = defaultColorStart;
break;
case VertexColorTypeDefaultEnd:
vs_color = defaultColorEnd;
break;
case VertexColorTypeInFieldOfView:
vs_color = activeColor * interpolation + targetInFieldOfViewColor * (1 - interpolation);
break;
case VertexColorTypeActive:
vs_color = activeColor;
break;
case VertexColorTypeIntersectionStart:
vs_color = intersectionStartColor;
break;
case VertexColorTypeIntersectionEnd:
vs_color = activeColor * interpolation + intersectionEndColor * (1 - interpolation);
break;
case VertexColorTypeSquare:
vs_color = activeColor * interpolation + squareColor * (1 - interpolation);
break;
default:
vs_color = vec4(1.0, 0.0, 1.0, 1.0);
}
}