Files
OpenSpace/shaders/grid_vs.glsl
Jonas Strandstedt 3cad506b5b PowerScaling modifications
- Started working on PowerScaling with some initial changes
- Faking the stars by blending with the abuffer
- Changed texture filtering for planets, looks better in my opinion
2014-10-03 17:02:31 +02:00

57 lines
1.9 KiB
GLSL

/**
Copyright (C) 2012-2014 Jonas Strandstedt
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 430 core
uniform mat4 ViewProjection;
uniform mat4 ModelTransform;
uniform vec4 gridColor;
layout(location = 0) in vec4 in_position;
//in vec3 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
out vec2 vs_st;
out vec3 vs_stp;
out vec4 vs_normal;
out vec4 vs_position;
#include "PowerScaling/powerScaling_vs.hglsl"
void main()
{
// set variables
vs_st = in_st;
//vs_stp = in_position.xyz;
vs_normal = normalize(ModelTransform * vec4(in_normal,0));
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));
vec4 position = pscTransform(tmp, ModelTransform);
vs_position = tmp;
position = ViewProjection * position;
gl_Position = z_normalization(position);
}