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- /*
- * 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;
- }
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