Files
OpenSpace/modules/base/shaders/path_gs.glsl
2017-07-19 01:27:01 -04:00

65 lines
3.0 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 - 2017 *
* *
* 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/powerScalingMath.hglsl"
#include <${SHADERS_GENERATED}/constants.hglsl>:notrack
layout(points) in;
layout(location = 0) in vec4 vs_point_position[];
layout(location = 1) in flat int isHour[];
layout(location = 2) in vec4 vs_point_color[];
layout(points, max_vertices = 4) out;
layout(location = 0) out vec4 gs_point_position;
layout(location = 1) out vec4 gs_point_color;
uniform mat4 projection;
uniform mat4 ViewProjection;
const vec2 corners[4] = vec2[4](
vec2(0.0, 1.0),
vec2(0.0, 0.0),
vec2(1.0, 1.0),
vec2(1.0, 0.0)
);
void main() {
gs_point_color = vs_point_color[0];
gs_point_position = vs_point_position[0];
if (isHour[0] == 1) {
gl_Position = gl_in[0].gl_Position;
EmitVertex();
EndPrimitive();
}
else {
gl_Position = gl_in[0].gl_Position;
EmitVertex();
EndPrimitive();
return;
}
}