#version 120 varying vec2 texcoord0; vec4 pos; float u, v, x, y, z; varying float r, theta, s; float lambda, phi; float extent, scale, vis_mode, center_lambda, center_phi; attribute float zblambda,zbR; void main(void){ texcoord0 = vec2(gl_MultiTexCoord0); pos = gl_Vertex; // getting paramters from the interface extent = gl_ProjectionMatrix[0].x; scale = gl_ProjectionMatrix[1].y; vis_mode = gl_ProjectionMatrix[2].z; center_lambda = gl_ModelViewMatrix[0].x; center_phi = gl_ModelViewMatrix[1].y; x = pos.x; y = pos.y; z = pos.z; //Rotation 1: (-center_lambda)-rotation on the xz-plane float x_copy = x; x = cos(-center_lambda)*x - sin(-center_lambda)*z; y = 1.0*y; z = sin(-center_lambda)*x_copy + cos(-center_lambda)*z; //Rotation 2: (-center_phi)-rotation on the yz-plane float y_copy = y; x = 1.0*x; y = cos(-center_phi)*y - sin(-center_phi)*z; z = sin(-center_phi)*y_copy + cos(-center_phi)*z; // stereographic projection u = 2.0*x/(-z+1.0); v = 2.0*y/(-z+1.0); // from cartesian to polar coordinates r = sqrt(u*u+v*v); theta = atan(u,v); // scaling the complex plane according to scale specified in the interface r *= scale; // mapping from polar coordinates to cartesian coordinates u = -r*sin(theta); v = r*cos(theta); // mapping back from the complex plane to the unit sphere x = (4.0*u)/(u*u+v*v+4.0); y = (4.0*v)/(u*u+v*v+4.0); z = (u*u+v*v-4.0)/(u*u+v*v+4.0); // mapping back to the equirectangular domain lambda = atan(x,-z)/3.1415; phi = asin(y)/1.5708; // Visualize using specified visualization (remove for timings in the paper! Use only "Perspective" in the paper!) if (vis_mode==1.0) { // Moebius u = x/(-z); v = y/(-z); gl_Position = vec4(u/extent,v/extent,z,1.0); } else if (vis_mode==2.0) // 3D Sphere gl_Position = vec4(0.9*x,0.9*y,z,1.0); else if (vis_mode==3.0) // Equi-Rectangular gl_Position = vec4(lambda,phi,z,1.0); else if (vis_mode==4.0) { // Stereographic u = 2.f*x/(-z+1); v = 2.f*y/(-z+1); gl_Position = vec4(u/extent,v/extent,z,1.0); } else if (vis_mode==5.0) { // Mercator u = lambda; v = log((1.0/cos(phi)) + tan(phi)); gl_Position = vec4(u,v,z,1.0); } else if (vis_mode==6.0) { // Zorin-Barr // perspective projection u=x/(-z); v=y/(-z); // Z-B transformation float zbalpha=atan(v,u); float zbr=sqrt(u*u+v*v); float zbrho=(zblambda*zbr/zbR)+(1.0-zblambda)*(zbR*(sqrt(zbr*zbr+1.0)-1.0))/(zbr*(sqrt(zbR*zbR+1.0)-1.0)); u=zbrho*cos(zbalpha); v=zbrho*sin(zbalpha); gl_Position = vec4(u/extent,v/extent,z,1.0); } // gl_Position = vec4(u/2.0,v/2.0,z,1.0); }