Files
OpenSpace/data/scene/fieldlines/passthrough.vert
2016-02-21 01:52:48 +01:00

83 lines
2.3 KiB
GLSL

#version 430 core
uniform mat4 modelViewProjection;
uniform mat4 modelTransform;
uniform vec4 campos;
uniform mat4 camrot;
uniform vec2 scaling;
uniform vec4 objpos;
uniform float time;
layout(location = 0) in vec3 vertPosition;
layout(location = 1) in vec4 vertColor;
out vec4 fColor;
out vec3 vs_position;
out float s;
const float k = 10.0;
vec4 psc_addition(vec4 v1, vec4 v2) {
float ds = v2.w - v1.w;
if(ds >= 0) {
float p = pow(k,-ds);
return vec4(v1.x*p + v2.x, v1.y*p + v2.y, v1.z*p + v2.z, v2.w);
} else {
float p = pow(k,ds);
return vec4(v1.x + v2.x*p, v1.y + v2.y*p, v1.z + v2.z*p, v1.w);
}
}
vec4 psc_to_meter(vec4 v1, vec2 v2) {
float factor = v2.x * pow(k,v2.y + v1.w);
return vec4(v1.xyz * factor, 1.0);
}
vec4 psc_scaling(vec4 v1, vec2 v2) {
float ds = v2.y - v1.w;
if(ds >= 0) {
return vec4(v1.xyz * v2.x * pow(k,v1.w), v2.y);
} else {
return vec4(v1.xyz * v2.x * pow(k,v2.y), v1.w);
}
}
vec4 pscTransform(vec4 vertexPosition, vec4 cameraPosition, vec2 scaling, mat4 modelTransform) {
vec3 local_vertex_pos = mat3(modelTransform) * vertexPosition.xyz;
//vec4 lvp = ModelTransform * vertexPosition;
// PSC addition; local vertex position and the object power scaled world position
vec4 position = psc_addition(vec4(local_vertex_pos,vertexPosition.w),objpos);
//position = psc_addition(lvp,objpos);
// PSC addition; rotated and viewscaled vertex and the cmaeras negative position
position = psc_addition(position,vec4(-cameraPosition.xyz,cameraPosition.w));
// rotate the camera
local_vertex_pos = mat3(camrot) * position.xyz;
position = vec4(local_vertex_pos, position.w);
//position = camrot* position;
// rescales the scene to fit inside the view frustum
// is set from the main program, but these are decent values
// scaling = vec2(1.0, -8.0);
// project using the rescaled coordinates,
//vec4 vs_position_rescaled = psc_scaling(position, scaling);
return psc_to_meter(position, scaling);
}
void main() {
fColor = vertColor;
// gl_Position = modelViewProjection*vec4(vertPosition, 1.0);
vec4 p = vec4(vertPosition,0);
vec4 position = pscTransform(p, campos, scaling, modelTransform);
vs_position = position.xyz;
s = position.w;
// project the position to view space
gl_Position = modelViewProjection * position;
}