Files
OpenSpace/modules/spacecraftinstruments/shaders/renderablePlanet_vs.glsl
Emil Axelsson 50ff2d96d2 Cleanup for Spheres and PSC (#827)
* Fade fixes
  * Clean up RenderableSphere. Add orientation properties.
  * Sane defaults for Digital Universe
  * Clean up New Horizons related code
  * Add basic scene
  * Add ability to initialize rotation as quaternion and mat3
  * Adapt legacy code to new Renderable interface
2019-04-24 13:34:49 +02:00

73 lines
3.4 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2019 *
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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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* 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 *
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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 vec4 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
out vec4 vs_normal;
out vec2 vs_st;
out vec4 vs_positionScreenSpace;
uniform mat4 modelTransform;
uniform mat4 modelViewProjectionTransform;
uniform bool _hasHeightMap;
uniform float _heightExaggeration;
uniform sampler2D heightTexture;
uniform bool _meridianShift;
void main() {
vs_st = in_st;
vec4 tmp = in_position;
// this is wrong for the normal.
// The normal transform is the transposed inverse of the model transform
vs_normal = normalize(modelTransform * vec4(in_normal,0));
if (_hasHeightMap) {
vec2 st = vs_st;
if (_meridianShift) {
st += vec2(0.5, 0.0);
}
float height = texture(heightTexture, st).s;
vec3 displacementDirection = (normalize(tmp.xyz));
float displacementFactor = height * _heightExaggeration;
tmp.xyz += displacementDirection * displacementFactor;
}
// convert from psc to homogeneous coordinates
vec4 position = vec4(tmp.xyz, 1);
vec4 positionClipSpace = modelViewProjectionTransform * position;
vs_positionScreenSpace = z_normalization(positionClipSpace);
gl_Position = vs_positionScreenSpace;
}