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78 lines
3.8 KiB
GLSL
78 lines
3.8 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version __CONTEXT__
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uniform mat4 ViewProjection;
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uniform mat4 ModelTransform;
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//uniform vec4 etColor;
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uniform vec4 objectVelocity;
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layout(location = 0) in vec4 in_point_position;
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layout(location = 1) in vec4 in_point_velocity;
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layout(location = 2) in vec2 in_point_timeindex;
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out vec4 vs_point_position;
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out vec4 vs_point_velocity;
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#include "PowerScaling/powerScaling_vs.hglsl"
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void main()
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{
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vs_point_velocity = in_point_velocity;
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vec4 tmp = in_point_position;
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vec4 position = pscTransform(tmp, ModelTransform);
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vs_point_position = tmp;
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position = ViewProjection * position;
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gl_Position = z_normalization(position);
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/*
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//vs_point_position = objpos;
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// rotate and scale vertex with model transform and add the translation
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vec3 local_vertex_pos = mat3(ModelTransform) * in_point_position.xyz;
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//vec4 lvp = ModelTransform * in_point_position;
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// PSC addition; local vertex position and the object power scaled world position
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vs_point_position = psc_addition(vec4(local_vertex_pos,in_point_position.w),objpos);
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//vs_point_position = psc_addition(lvp,objpos);
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// PSC addition; rotated and viewscaled vertex and the cmaeras negative position
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vs_point_position = psc_addition(vs_point_position,vec4(-campos.xyz,campos.w));
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// rotate the camera
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local_vertex_pos = mat3(camrot) * vs_point_position.xyz;
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vs_point_position = vec4(local_vertex_pos, vs_point_position.w);
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//vs_point_position = camrot* vs_point_position;
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// project using the rescaled coordinates,
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//vec4 vs_point_position_rescaled = psc_scaling(vs_point_position, scaling);
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vec4 vs_point_position_rescaled = psc_to_meter(vs_point_position, scaling);
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//vs_point_position = vs_point_position_rescaled;
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// project the position to view space
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gl_Position = ViewProjection * vs_point_position_rescaled;
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*/
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} |