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OpenSpace/modules/globebrowsing/shaders/clipmappatch_spheremapping_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__
uniform mat4 modelViewProjectionTransform;
uniform float globeRadius;
uniform vec2 minLatLon;
uniform vec2 lonLatScalingFactor;
uniform ivec2 contraction; // [-1, 1]
layout(location = 1) in vec2 in_uv;
out vec4 vs_position;
out vec2 vs_uv;
#include "PowerScaling/powerScaling_vs.hglsl"
vec3 latLonToCartesian(float latitude, float longitude, float radius) {
return radius * vec3(
cos(latitude) * cos(longitude),
cos(latitude) * sin(longitude),
sin(latitude));
}
vec3 globalInterpolation(vec2 uv) {
vec2 lonLatInput;
lonLatInput.y = minLatLon.y + lonLatScalingFactor.y * uv.y; // Lat
lonLatInput.x = minLatLon.x + lonLatScalingFactor.x * uv.x; // Lon
vec3 positionModelSpace = latLonToCartesian(lonLatInput.y, lonLatInput.x, globeRadius);
return positionModelSpace;
}
void main()
{
vs_uv = in_uv;
vec2 scaledContraction = contraction / 32.0f;
vs_uv += scaledContraction;
vs_uv = clamp(vs_uv, 0, 1);
vs_uv -= scaledContraction;
vec3 p = globalInterpolation(vs_uv);
vec4 position = modelViewProjectionTransform * vec4(p, 1);
vs_position = z_normalization(position);
gl_Position = vs_position;
}