29 lines
797 B
GLSL
29 lines
797 B
GLSL
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#version 330 core
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layout(location = 0) in vec4 pos;
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layout(location = 1) in vec3 normal;
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layout(location = 3) in vec4 multitexcoord0;
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layout(location = 5) in vec4 multitexcoord2;
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out VS_OUT {
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vec2 texcoord;
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vec2 orthophoto_texcoord;
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vec3 vertex_normal;
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vec3 world_vector;
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} vs_out;
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uniform mat4 osg_ModelViewMatrix;
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uniform mat4 osg_ModelViewProjectionMatrix;
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uniform mat3 osg_NormalMatrix;
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uniform mat4 osg_ViewMatrixInverse;
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void main()
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{
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gl_Position = osg_ModelViewProjectionMatrix * pos;
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vs_out.texcoord = multitexcoord0.st;
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vs_out.orthophoto_texcoord = multitexcoord2.st;
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vs_out.vertex_normal = (osg_ViewMatrixInverse
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* vec4(osg_NormalMatrix * normal, 0.0)).xyz;
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vs_out.world_vector = (osg_ViewMatrixInverse * osg_ModelViewMatrix * pos).xyz;
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}
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