Files
OpenSpace/modules/space/shaders/shadow_vs.glsl
2017-12-29 20:11:22 +01:00

86 lines
3.9 KiB
GLSL

/*****************************************************************************************
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* OpenSpace *
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* Copyright (c) 2014-2018 *
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#version __CONTEXT__
#include "PowerScaling/powerScaling_vs.hglsl"
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
uniform mat4 ViewProjection;
uniform mat4 ModelTransform;
uniform bool _hasHeightMap;
uniform float _heightExaggeration;
uniform sampler2D heightTex;
out vec2 vs_st;
out vec4 vs_normal;
out vec4 vs_position;
out vec4 vs_posWorld;
out float s;
out vec4 vs_gPosition;
out vec3 vs_gNormal;
void main() {
// set variables
vs_st = in_st;
vs_position = in_position;
vec4 tmp = in_position;
// this is wrong for the normal. The normal transform is the transposed inverse of the model transform
vs_normal = normalize(ModelTransform * vec4(in_normal,0));
// We are using the normal in Object (model) space in G-Buffer (because of atm).
vs_gNormal = in_normal;
// The tmp is now in the OS eye space (camera rig space)
// and wrtitten using PSC coords.
// position is in the same space, i.e., OS eye space but
// in meters (no PSC coords).
vec4 position = pscTransform(tmp, ModelTransform);
// G-Buffer
vs_gPosition = position;
vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
vec4 vP = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
vs_posWorld = vec4(vP.xyz * pow(10,vP.w), 1.0);
vs_position = tmp;
if (_hasHeightMap) {
float height = texture(heightTex, in_st).r;
vec3 displacementDirection = abs(normalize(in_normal.xyz));
float displacementFactor = height * _heightExaggeration;
position.xyz = position.xyz + displacementDirection * displacementFactor;
}
// Now is transforming from view position to SGCT projection
// coordinates.
position = ViewProjection * position;
gl_Position = z_normalization(position);
}