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OpenSpace/modules/globebrowsing/shaders/globalchunkedlodpatch_vs.glsl

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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 *
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* 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 *
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****************************************************************************************/
#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));
}