Files
OpenSpace/modules/base/shaders/path_vs.glsl
2016-02-05 22:47:37 +01:00

132 lines
4.5 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* 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__
in vec4 in_point_position;
uniform vec3 color;
out vec4 vs_point_position;
flat out int isHour;
out vec4 vs_point_color;
uniform mat4 ViewProjection;
uniform mat4 ModelTransform;
uniform vec4 objectVelocity;
uniform vec4 lastPosition;
//this function does not consider cases where w component is negative
float psc_distance(vec4 v1, vec4 v2) {
// reduce position numbers
/*while(v1.w > 1 && v2.w > 1) {
v1.w -= 1;
v2.w -= 1;
} */
// get position in vec3
if (v1.w > 1) {
float f = floor(v1.w);
v1.xyz *= pow(10, f);
v1.w -= f;
}
if (v2.w > 1) {
float f = floor(v2.w);
v2.xyz *= pow(10, f);
v2.w -= f;
}
// using native distance function
return distance(v1.xyz, v2.xyz);
}
#include "PowerScaling/powerScaling_vs.hglsl"
void main() {
vec4 gray = vec4(0.6f, 0.6f, 0.6f, 0.8f);
float cameraTooFar = 1 * pow(k, 10);
float bigPoint = 5.f;
float smallPoint = 2.f;
vec4 tmp = in_point_position;
vec4 position = pscTransform(tmp, ModelTransform);
vs_point_position = tmp;
position = ViewProjection * position;
gl_Position = z_normalization(position);
int id = gl_VertexID;
float hour = mod(id, 4);
vs_point_color.xyz = color;
vs_point_color[3] = 1.f;
vec4 v1 = campos;
vec4 v2 = vs_point_position;
float cameraDistance = psc_distance(v1,v2);
vec4 temp = in_point_position;
vec4 templast = lastPosition;
if (temp.w > 1) {
float f = floor(temp.w);
temp.w -= f;
temp.xyz *= pow(10, f);
}
if (templast.w > 1) {
float f = floor(templast.w);
templast.w -= f;
templast.xyz *= pow(10, f);
}
// while(temp.w > 1) {
// temp.xyz *= 10;
// temp.w -= 1;
// }
// while(templast.w > 1) {
// templast.xyz *= 10;
// templast.w -= 1;
// }
float observerDistance = length(temp.xyz);
float lastDistance = length(templast.xyz);
if(hour > 0.1f) {
isHour = 0;
vs_point_color = gray;
gl_PointSize = bigPoint;
}
else {
isHour = 1;
gl_PointSize = bigPoint;
}
if (observerDistance > (lastDistance/20)) {
gl_PointSize = smallPoint;
//vs_point_color = gray;
}
/*if (cameraDistance > cameraTooFar ) {
vs_point_color[3] = 0.0f;
}*/
}