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OpenSpace/modules/base/shaders/renderabletrail_vs.glsl
Alexander Bock 4f4764209f Happy new year
2023-01-02 11:19:33 +01:00

88 lines
3.7 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2023 *
* *
* 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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* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
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* 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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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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****************************************************************************************/
#version __CONTEXT__
#include "PowerScaling/powerScaling_vs.hglsl"
layout(location = 0) in vec3 in_point_position;
out float vs_positionDepth;
out vec4 vs_gPosition;
out float fade;
noperspective out vec2 mathLine;
uniform dmat4 modelViewTransform;
uniform mat4 projectionTransform;
uniform int idOffset;
uniform int nVertices;
uniform bool useLineFade;
uniform float lineFade;
uniform int vertexSortingMethod;
uniform int pointSize;
uniform int stride;
uniform vec4 viewport;
// Fragile! Keep in sync with RenderableTrail::render
#define VERTEX_SORTING_NEWESTFIRST 0
#define VERTEX_SORTING_OLDESTFIRST 1
#define VERTEX_SORTING_NOSORTING 2
void main() {
int modId = gl_VertexID;
if ((vertexSortingMethod != VERTEX_SORTING_NOSORTING) && useLineFade) {
// Account for a potential rolling buffer
modId = gl_VertexID - idOffset;
if (modId < 0) {
modId += nVertices;
}
// Convert the index to a [0,1] ranger
float id = float(modId) / float(nVertices);
if (vertexSortingMethod == VERTEX_SORTING_NEWESTFIRST) {
id = 1.0 - id;
}
fade = clamp(id * lineFade, 0.0, 1.0);
}
else {
fade = 1.0;
}
vs_gPosition = vec4(modelViewTransform * dvec4(in_point_position, 1));
vec4 vs_positionClipSpace = projectionTransform * vs_gPosition;
vec4 vs_positionNDC = vs_positionClipSpace / vs_positionClipSpace.w;
vs_positionDepth = vs_positionClipSpace.w;
gl_PointSize = (stride == 1 || int(modId) % stride == 0) ?
float(pointSize) : float(pointSize) / 2;
gl_Position = z_normalization(vs_positionClipSpace);
mathLine = 0.5 * (vs_positionNDC.xy + vec2(1.0)) * viewport.zw;
}