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OpenSpace/modules/globebrowsing/shaders/localchunkedlodpatch_vs.glsl

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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__
#include "PowerScaling/powerScaling_vs.hglsl"
#include <${MODULE_GLOBEBROWSING}/shaders/ellipsoid.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/tilevertexheight.hglsl>
uniform mat4 projectionTransform;
// Input points in camera space
uniform vec3 p00;
uniform vec3 p10;
uniform vec3 p01;
uniform vec3 p11;
uniform vec3 patchNormalCameraSpace;
layout(location = 1) in vec2 in_uv;
out vec2 fs_uv;
out vec4 fs_position;
out vec3 ellipsoidNormalCameraSpace;
out LevelWeights levelWeights;
out vec3 positionCameraSpace;
vec3 bilinearInterpolation(vec2 uv) {
vec3 p0 = (1 - uv.x) * p00 + uv.x * p10;
vec3 p1 = (1 - uv.x) * p01 + uv.x * p11;
vec3 p = (1 - uv.y) * p0 + uv.y * p1;
return p;
}
void main() {
// Position in cameraspace
vec3 p = bilinearInterpolation(in_uv);
// Calculate desired level based on distance to the vertex on the ellipsoid
// Before any heightmapping is done
float distToVertexOnEllipsoid = length(p);
float levelInterpolationParameter = getLevelInterpolationParameter(chunkLevel, distanceScaleFactor, distToVertexOnEllipsoid);
// use level weight for height sampling, and output to fragment shader
levelWeights = getLevelWeights(levelInterpolationParameter);
// Get the height value
float height = getTileVertexHeight(in_uv, levelWeights);
// Apply skirts
height -= getTileVertexSkirtLength();
// Translate the point along normal
p += patchNormalCameraSpace * height;
vec4 positionClippingSpace = projectionTransform * vec4(p, 1);
// Write output
fs_uv = in_uv;
fs_position = z_normalization(positionClippingSpace);
gl_Position = fs_position;
ellipsoidNormalCameraSpace = patchNormalCameraSpace;
positionCameraSpace = p;
}