2023-02-19 15:47:55 +00:00
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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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2023-04-07 06:17:37 +00:00
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layout(location = 3) in vec4 multitexcoord0;
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2023-02-19 15:47:55 +00:00
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2023-04-17 03:09:24 +00:00
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out VS_OUT {
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2024-01-30 23:24:01 +00:00
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float flogz;
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2023-04-17 03:09:24 +00:00
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vec2 texcoord;
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vec3 vertex_normal;
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} vs_out;
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2023-02-19 15:47:55 +00:00
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uniform mat4 osg_ModelViewProjectionMatrix;
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uniform mat3 osg_NormalMatrix;
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2024-01-30 23:24:01 +00:00
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// logarithmic_depth.glsl
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float logdepth_prepare_vs_depth(float z);
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2023-02-19 15:47:55 +00:00
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void main()
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{
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vec4 raised_pos = pos;
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raised_pos.z += 0.05;
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2023-04-07 06:17:37 +00:00
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2023-02-19 15:47:55 +00:00
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gl_Position = osg_ModelViewProjectionMatrix * raised_pos;
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2024-01-30 23:24:01 +00:00
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vs_out.flogz = logdepth_prepare_vs_depth(gl_Position.w);
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2023-04-17 03:09:24 +00:00
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vs_out.texcoord = multitexcoord0.st;
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vs_out.vertex_normal = osg_NormalMatrix * normal;
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2023-02-19 15:47:55 +00:00
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}
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