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* Cleanup * CMake cleanups * Update current year * Update copyright header * Use script to return list of all modules * Update credits, license and ghoul
82 lines
3.5 KiB
GLSL
82 lines
3.5 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2019 *
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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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#include "PowerScaling/powerScaling_vs.hglsl"
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layout(location = 0) in vec3 in_point_position;
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out vec4 vs_positionScreenSpace;
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out vec4 vs_gPosition;
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out float fade;
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out float v_pointSize;
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uniform dmat4 modelViewTransform;
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uniform mat4 projectionTransform;
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uniform int idOffset;
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uniform int nVertices;
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uniform bool useLineFade;
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uniform float lineFade;
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uniform int vertexSortingMethod;
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uniform int pointSize;
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uniform int stride;
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// Fragile! Keep in sync with RenderableTrail::render
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#define VERTEX_SORTING_NEWESTFIRST 0
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#define VERTEX_SORTING_OLDESTFIRST 1
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#define VERTEX_SORTING_NOSORTING 2
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void main() {
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int modId = gl_VertexID;
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if ((vertexSortingMethod != VERTEX_SORTING_NOSORTING) && useLineFade) {
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// Account for a potential rolling buffer
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modId = gl_VertexID - idOffset;
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if (modId < 0) {
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modId += nVertices;
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}
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// Convert the index to a [0,1] ranger
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float id = float(modId) / float(nVertices);
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if (vertexSortingMethod == VERTEX_SORTING_NEWESTFIRST) {
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id = 1.0 - id;
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}
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fade = clamp(id * lineFade, 0.0, 1.0);
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}
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else {
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fade = 1.0;
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}
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vs_gPosition = vec4(modelViewTransform * dvec4(in_point_position, 1));
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vs_positionScreenSpace = z_normalization(projectionTransform * vs_gPosition);
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gl_PointSize = (stride == 1 || int(modId) % stride == 0) ? float(pointSize) : float(pointSize) / 2;
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v_pointSize = gl_PointSize;
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gl_Position = vs_positionScreenSpace;
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}
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