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62 lines
3.2 KiB
GLSL
62 lines
3.2 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2016 *
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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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in vec4 in_point_position;
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uniform vec3 color;
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uniform mat4 modelViewTransform;
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uniform mat4 projectionTransform;
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uniform int pointSteps;
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out vec4 vs_positionScreenSpace;
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out vec4 vs_pointColor;
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#include "PowerScaling/powerScaling_vs.hglsl"
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void main() {
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vec4 positionCameraSpace = modelViewTransform * in_point_position;
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vec4 positionClipSpace = projectionTransform * positionCameraSpace;
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vs_positionScreenSpace = z_normalization(positionClipSpace);
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gl_Position = vs_positionScreenSpace;
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if(mod(gl_VertexID, pointSteps) == 0) {
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vs_pointColor.rgb = color;
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gl_PointSize = 5.0f;
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}
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else {
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vs_pointColor.rgb = (color + vec3(0.6f, 0.6f, 0.6f)) / 2;
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gl_PointSize = 2.f;
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}
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// I don't like this random variable k defined in powerScalingMath.hglsl.
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// Will ignore it and use 10 in protest of psc dependencies. /KB
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// float maximumDistance = pow(k, 10);
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float maximumDistance = pow(10, 10);
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float distanceToCamera = length(positionCameraSpace.xyz);
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vs_pointColor.a = maximumDistance / (distanceToCamera/100);
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} |