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https://github.com/OpenSpace/OpenSpace.git
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99 lines
4.1 KiB
GLSL
99 lines
4.1 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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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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uniform mat4 modelViewProjection;
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uniform mat4 modelTransform;
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uniform vec3 cameraViewDir;
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in vec4 vs_color[];
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out vec4 gs_color;
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out vec4 gs_position;
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out vec3 gs_normal;
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#include "PowerScaling/powerScaling_vs.hglsl"
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layout(lines_adjacency) in;
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layout(triangle_strip, max_vertices = 4) out;
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vec4 prismoid[4];
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// Calculate the correct powerscaled position and depth for the ABuffer
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void ABufferEmitVertex(vec4 pos) {
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// calculate psc position
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vec4 tmp = pos;
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vec4 position = pscTransform(tmp, modelTransform);
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gs_position = tmp;
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// project the position to view space
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position = modelViewProjection*position;
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gl_Position = position;
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EmitVertex();
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}
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// Original code from http://prideout.net/blog/?p=61
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void main() {
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gs_color = vs_color[0];
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// Get the current and adjacent vertex positions and calculate help vectors u and v
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vec3 p0, p1, p2, p3;
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p0 = gl_in[0].gl_Position.xyz; p1 = gl_in[1].gl_Position.xyz;
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p2 = gl_in[2].gl_Position.xyz; p3 = gl_in[3].gl_Position.xyz;
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vec3 n0 = normalize(p1-p0);
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vec3 n1 = normalize(p2-p1);
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vec3 n2 = normalize(p3-p2);
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vec3 u = normalize(n0+n1);
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vec3 v = normalize(n1+n2);
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float EARTH_RADIUS = 6371000.0;
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float width = 0.1*EARTH_RADIUS;
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// Calculate normals for all 4 new vertices
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vec3 normals[4];
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normals[0] = normalize(cross(cameraViewDir,u));
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normals[1] = -normals[0];
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normals[3] = normalize(cross(cameraViewDir,v));
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normals[2] = -normals[3];
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// Calculate positions for the new vertices
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prismoid[0] = vec4(p1 + normals[0]*width, 0);
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prismoid[1] = vec4(p1 + normals[1]*width, 0);
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prismoid[2] = vec4(p2 + normals[2]*width, 0);
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prismoid[3] = vec4(p2 + normals[3]*width, 0);
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// Send normals and verticies to fragment shader
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gs_normal = normals[0];
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ABufferEmitVertex(prismoid[0]);
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gs_normal = normals[1];
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ABufferEmitVertex(prismoid[1]);
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gs_normal = normals[3];
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ABufferEmitVertex(prismoid[3]);
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gs_normal = normals[2];
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ABufferEmitVertex(prismoid[2]);
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EndPrimitive();
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} |