/* * Bael'Zharon's Respite * Copyright (C) 2014 Daniel Skorupski * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #version 410 core layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec3 normal; layout(location = 2) in vec2 texCoord; out vec2 fragTexCoord; uniform vec4 cameraPosition; uniform mat4 worldMatrix; uniform mat4 projectionViewMatrix; const float WORLD_RADIUS = 10000.0; void main() { vec4 modelPos = vec4(vertexPosition, 1.0); vec4 worldPos = worldMatrix * modelPos; float angle = atan(distance(worldPos.xy, cameraPosition.xy) / WORLD_RADIUS); worldPos.z = worldPos.z - WORLD_RADIUS * (1.0 - cos(angle)); gl_Position = projectionViewMatrix * worldPos; fragTexCoord = texCoord; }