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fgdata/Shaders/transition-gbuffer.vert

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GLSL
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// -*- mode: C; -*-
// Licence: GPL v2
// Authors: Frederic Bouvier, Emilian Huminiuc
//
#version 120
varying float RawPosZ;
varying vec3 WorldPos;
varying vec3 normal;
varying vec3 Vnormal;
uniform mat4 osg_ViewMatrixInverse;
void main() {
RawPosZ = gl_Vertex.z;
WorldPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = normalize(gl_Normal);
Vnormal = gl_NormalMatrix * gl_Normal;
}