Files
OpenSpace/modules/dsn/shaders/renderablesignals_vs.glsl
T

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3.3 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* 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 *
* without restriction, including without limitation the rights to use, copy, modify, *
* 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 *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#version __CONTEXT__
// layout locations must correspond to va locations in renderablesignals.cpp
layout(location = 0) in vec3 in_point_position;
layout(location = 1) in vec4 in_color;
layout(location = 2) in float in_dist_from_start;
layout(location = 3) in float in_time_since_start;
in int gl_VertexID;
out vec4 vs_positionScreenSpace;
out vec4 vs_gPosition;
out vec4 vs_color;
out float distanceFromStart;
out float timeSinceStart;
uniform dmat4 modelViewStation;
uniform dmat4 modelViewSpacecraft;
uniform mat4 projectionTransform;
void main() {
// calculate the position
// We use different modelviews depending on if the vertex is a stationposition or a spacecraftposition
if(gl_VertexID % 2 == 0 ){
vs_gPosition = vec4(modelViewStation * dvec4(in_point_position, 1));
}else{
vs_gPosition = vec4(modelViewSpacecraft * dvec4(in_point_position, 1));
}
vs_positionScreenSpace = projectionTransform * vs_gPosition;
gl_Position = vs_positionScreenSpace;
// Set z to 0 to disable near and far plane, unique handling for perspective in space
gl_Position.z = 0.f;
// pass variables with no calculations directly to fragment
timeSinceStart = in_time_since_start;
distanceFromStart = in_dist_from_start;
vs_color = in_color;
}