Files
OpenSpace/modules/globebrowsing/shaders/clipmappatch_spheremapping_vs.glsl
2016-05-03 16:58:21 -04:00

96 lines
4.2 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__
uniform mat4 modelViewProjectionTransform;
uniform vec3 radiiSquared;
uniform vec2 minLatLon;
uniform vec2 lonLatScalingFactor;
uniform ivec2 contraction; // [-1, 1]
uniform mat3 uvTransformPatchToTile00;
uniform mat3 uvTransformPatchToTile10;
uniform mat3 uvTransformPatchToTile01;
uniform mat3 uvTransformPatchToTile11;
uniform int segmentsPerPatch;
uniform sampler2D textureSampler00;
uniform sampler2D textureSampler10;
uniform sampler2D textureSampler01;
uniform sampler2D textureSampler11;
layout(location = 1) in vec2 in_uv;
out vec4 vs_position;
out vec3 fs_position;
out vec2 fs_uv;
#include "PowerScaling/powerScaling_vs.hglsl"
#include <${MODULE_GLOBEBROWSING}/shaders/ellipsoid.hglsl>
PositionNormalPair globalInterpolation(vec2 uv) {
vec2 lonLatInput;
lonLatInput.y = minLatLon.y + lonLatScalingFactor.y * uv.y; // Lat
lonLatInput.x = minLatLon.x + lonLatScalingFactor.x * uv.x; // Lon
return geodetic2ToCartesian(lonLatInput.y, lonLatInput.x, radiiSquared);;
}
void main()
{
fs_uv = in_uv;
// Contract
vec2 scaledContraction = contraction / float(segmentsPerPatch);
fs_uv += scaledContraction;
fs_uv = clamp(fs_uv, 0, 1);
fs_uv -= scaledContraction;
PositionNormalPair pair = globalInterpolation(fs_uv);
float sampledHeight00, sampledHeight10, sampledHeight01, sampledHeight11;
vec2 uv00 = vec2(uvTransformPatchToTile00 * vec3(fs_uv.s, fs_uv.t, 1));
sampledHeight00 = texture(textureSampler00, uv00).r;
vec2 uv10 = vec2(uvTransformPatchToTile10 * vec3(fs_uv.s, fs_uv.t, 1));
sampledHeight10 = texture(textureSampler10, uv10).r;
vec2 uv01 = vec2(uvTransformPatchToTile01 * vec3(fs_uv.s, fs_uv.t, 1));
sampledHeight01 = texture(textureSampler01, uv01).r;
vec2 uv11 = vec2(uvTransformPatchToTile11 * vec3(fs_uv.s, fs_uv.t, 1));
sampledHeight11 = texture(textureSampler11, uv11).r;
float sampledHeight = max(sampledHeight00, max(sampledHeight10, max(sampledHeight01, sampledHeight11)));
pair.position += pair.normal * sampledHeight * 1e5;
vec4 position = modelViewProjectionTransform * vec4(pair.position, 1);
fs_position = pair.position;
gl_Position = z_normalization(position);
vs_position = gl_Position;
}