Files
OpenSpace/modules/globebrowsing/shaders/globalchunkedlodpatch_vs.glsl
2016-05-12 13:15:50 -04:00

74 lines
3.3 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* 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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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* 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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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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****************************************************************************************/
#version __CONTEXT__
#include "PowerScaling/powerScaling_vs.hglsl"
#include <${MODULE_GLOBEBROWSING}/shaders/ellipsoid.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
uniform mat4 modelViewProjectionTransform;
uniform vec3 radiiSquared;
uniform vec2 minLatLon;
uniform vec2 lonLatScalingFactor;
uniform TextureTile heightTile;
layout(location = 1) in vec2 in_uv;
out vec2 fs_uv;
out vec4 fs_position;
PositionNormalPair globalInterpolation() {
vec2 lonLatInput;
lonLatInput.y = minLatLon.y + lonLatScalingFactor.y * in_uv.y; // Lat
lonLatInput.x = minLatLon.x + lonLatScalingFactor.x * in_uv.x; // Lon
PositionNormalPair positionPairModelSpace = geodetic2ToCartesian(lonLatInput.y, lonLatInput.x, radiiSquared);
return positionPairModelSpace;
}
void main()
{
PositionNormalPair pair = globalInterpolation();
vec2 samplePos =
heightTile.uvTransform.uvScale * in_uv +
heightTile.uvTransform.uvOffset;
float sampledHeight = texture(heightTile.textureSampler, samplePos).r;
pair.position +=
pair.normal *
(sampledHeight *
heightTile.depthTransform.depthScale +
heightTile.depthTransform.depthOffset);
vec4 position = modelViewProjectionTransform * vec4(pair.position, 1);
// Write output
fs_uv = in_uv;
fs_position = z_normalization(position);
gl_Position = fs_position;
}