Files
OpenSpace/modules/globebrowsing/shaders/pointglobe_vs.glsl
Alexander Bock 6199289e91 Code cleanup
2017-02-27 23:03:07 -05:00

55 lines
3.0 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2017 *
* *
* 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__
#include "PowerScaling/powerScaling_vs.hglsl"
layout(location = 0) in vec3 in_position;
uniform int windowWidth;
uniform float globeRadius;
uniform mat4 modelViewTransform;
uniform mat4 projectionTransform;
uniform mat4 directionToSunViewSpace;
out vec4 vs_positionClipSpace;
out vec4 vs_positionCameraSpace;
void main() {
vec4 positionCameraSpace = modelViewTransform * vec4(in_position, 1);
vs_positionClipSpace = projectionTransform * positionCameraSpace;
vs_positionClipSpace = z_normalization(vs_positionClipSpace);
vec4 pointSizeCameraSpace = modelViewTransform * vec4(0,0, in_position.z, 1);
pointSizeCameraSpace.x = globeRadius;
pointSizeCameraSpace.y = globeRadius;
vec4 pointSizeClipSpace = projectionTransform * pointSizeCameraSpace;
vec4 pointSizeNDC = pointSizeClipSpace / pointSizeClipSpace.w;
gl_PointSize = pointSizeNDC.x * 2 * windowWidth;
gl_Position = vs_positionClipSpace;
}