Files
OpenSpace/shaders/exitpoints.vert
2014-11-04 18:17:15 +01:00

57 lines
2.9 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 *
* 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(location = 0) in vec4 vertPosition;
uniform mat4 modelViewProjection;
uniform mat4 modelTransform;
out vec3 vPosition;
out vec4 worldPosition;
out float s;
#include "PowerScaling/powerScaling_vs.hglsl"
void main() {
//vs_st = in_st;
//vs_stp = in_position.xyz;
vPosition = vertPosition.xyz;
worldPosition = vertPosition;
// 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));
vec4 position = pscTransform(worldPosition, modelTransform);
// project the position to view space
gl_Position = z_normalization(modelViewProjection * position);
// vPosition = vertPosition.xyz;
// worldPosition = (modelTransform *vec4(vPosition, 1.0)).xyz;
// gl_Position = modelViewProjection *vec4(worldPosition, 1.0);
}