mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-05 19:19:39 -06:00
121 lines
5.3 KiB
GLSL
121 lines
5.3 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/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/tileheight.hglsl>
|
|
#include <${MODULE_GLOBEBROWSING}/shaders/tilevertexskirt.hglsl>
|
|
|
|
layout(location = 1) in vec2 in_uv;
|
|
|
|
out vec2 fs_uv;
|
|
out vec4 fs_position;
|
|
out vec3 ellipsoidNormalCameraSpace;
|
|
out LevelWeights levelWeights;
|
|
out vec3 positionCameraSpace;
|
|
|
|
#if USE_ACCURATE_NORMALS
|
|
out vec3 ellipsoidTangentThetaCameraSpace;
|
|
out vec3 ellipsoidTangentPhiCameraSpace;
|
|
#endif //USE_ACCURATE_NORMALS
|
|
|
|
uniform mat4 modelViewProjectionTransform;
|
|
uniform mat4 modelViewTransform;
|
|
uniform vec3 radiiSquared;
|
|
|
|
uniform vec2 minLatLon;
|
|
uniform vec2 lonLatScalingFactor;
|
|
uniform vec3 cameraPosition;
|
|
uniform float chunkMinHeight;
|
|
|
|
uniform float distanceScaleFactor;
|
|
uniform int chunkLevel;
|
|
|
|
|
|
PositionNormalPair globalInterpolation(vec2 uv) {
|
|
vec2 lonLatInput;
|
|
lonLatInput.y = minLatLon.y + lonLatScalingFactor.y * uv.y; // Lat
|
|
lonLatInput.x = minLatLon.x + lonLatScalingFactor.x * uv.x; // Lon
|
|
PositionNormalPair positionPairModelSpace = geodetic2ToCartesian(
|
|
lonLatInput.y,
|
|
lonLatInput.x,
|
|
radiiSquared
|
|
);
|
|
return positionPairModelSpace;
|
|
}
|
|
|
|
void main() {
|
|
PositionNormalPair pair = globalInterpolation(in_uv);
|
|
float distToVertexOnEllipsoid =
|
|
length(pair.position + pair.normal * chunkMinHeight - cameraPosition);
|
|
|
|
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 = getTileHeight(in_uv, levelWeights);
|
|
|
|
// Apply skirts
|
|
height -= getTileVertexSkirtLength();
|
|
|
|
#if USE_ACCURATE_NORMALS
|
|
// Calculate tangents
|
|
// tileDelta is a step length (epsilon). Should be small enough for accuracy but not
|
|
// Too small for precision. 1 / 512 is good.
|
|
const float tileDelta = 1.0 / 512.0;
|
|
PositionNormalPair pair10 = globalInterpolation(
|
|
in_uv + vec2(1.0, 0.0) * tileDelta
|
|
);
|
|
PositionNormalPair pair01 = globalInterpolation(
|
|
in_uv + vec2(0.0, 1.0) * tileDelta
|
|
);
|
|
vec3 ellipsoidTangentTheta = normalize(pair10.position - pair.position);
|
|
vec3 ellipsoidTangentPhi = normalize(pair01.position - pair.position);
|
|
ellipsoidTangentThetaCameraSpace = mat3(modelViewTransform) * ellipsoidTangentTheta;
|
|
ellipsoidTangentPhiCameraSpace = mat3(modelViewTransform) * ellipsoidTangentPhi;
|
|
#endif // USE_ACCURATE_NORMALS
|
|
|
|
// Add the height in the direction of the normal
|
|
pair.position += pair.normal * height;
|
|
vec4 positionClippingSpace =
|
|
modelViewProjectionTransform * vec4(pair.position, 1);
|
|
|
|
// Write output
|
|
fs_uv = in_uv;
|
|
fs_position = z_normalization(positionClippingSpace);
|
|
gl_Position = fs_position;
|
|
ellipsoidNormalCameraSpace = mat3(modelViewTransform) * pair.normal;
|
|
positionCameraSpace = vec3(modelViewTransform * vec4(pair.position, 1));
|
|
}
|