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104 lines
4.5 KiB
GLSL
104 lines
4.5 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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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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const vec2 corners[4] = vec2[4](
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vec2(0.0, 1.0),
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vec2(0.0, 0.0),
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vec2(1.0, 1.0),
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vec2(1.0, 0.0)
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);
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#include "PowerScaling/powerScalingMath.hglsl"
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layout(points) in;
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layout(triangle_strip, max_vertices = 4) out;
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layout(location = 0) in vec4 psc_position[];
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layout(location = 1) in vec3 vs_brightness[];
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layout(location = 2) in vec3 vs_velocity[];
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layout(location = 3) in float vs_speed[];
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layout(location = 4) in vec4 cam_position[];
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layout(location = 0) out vec4 vs_position;
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layout(location = 1) out vec3 ge_brightness;
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layout(location = 2) out vec3 ge_velocity;
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layout(location = 3) out float ge_speed;
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layout(location = 4) out vec2 texCoord;
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uniform mat4 projection; // we do this after distance computation.
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uniform float spriteSize;
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void main() {
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ge_brightness = vs_brightness[0];
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ge_velocity = vs_velocity[0];
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ge_speed = vs_speed[0];
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/// --- distance modulus --- NOT OPTIMIZED YET.
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// float M = vs_brightness[0][0]; // get ABSOLUTE magnitude (x param)
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float M = vs_brightness[0].z; // if NOT running test-target.
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vec4 cam = vec4(-cam_position[0].xyz, cam_position[0].w); // get negative camera position
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vec4 pos = psc_position[0]; // get OK star position
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vec4 result = psc_addition(pos, cam); // compute vec from camera to position
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float x, y, z, w;
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x = result[0];
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y = result[1];
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z = result[2];
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w = result[3];
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vec2 pc = vec2(length(result.xyz), result[3]);
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// @Check conversion is also done in the cpp file ---abock
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pc[0] *= 0.324077929f; // convert meters -> parsecs
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pc[1] += -18.0f;
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float pc_psc = pc[0] * pow(10, pc[1]); // psc scale out
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float apparent = -(M - 5.0f * (1.f - log10(pc_psc))); // get APPARENT magnitude.
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vec4 P = gl_in[0].gl_Position;
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float weight = 0.00001f; // otherwise this takes over.
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float depth = pc[0] * pow(10, pc[1]);
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depth *= pow(apparent,3);
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//float modifiedSpriteSize = spriteSize + (depth*weight);
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float modifiedSpriteSize = 0.0005 + (depth*weight);
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// EMIT QUAD
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for(int i = 0; i < 4; i++){
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vec4 p1 = P;
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p1.xy += modifiedSpriteSize *(corners[i] - vec2(0.5));
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vs_position = p1;
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gl_Position = projection * p1;
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// gl_Position = z_normalization(projection * p1);
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texCoord = corners[i];
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EmitVertex();
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}
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EndPrimitive();
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} |