1
0
Fork 0
fgdata/Shaders/HDR/terrain_lfeat.vert

29 lines
653 B
GLSL
Raw Normal View History

#version 330 core
layout(location = 0) in vec4 pos;
layout(location = 1) in vec3 normal;
layout(location = 3) in vec4 multitexcoord0;
out VS_OUT {
float flogz;
vec2 texcoord;
vec3 vertex_normal;
} vs_out;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
// logarithmic_depth.glsl
float logdepth_prepare_vs_depth(float z);
void main()
{
vec4 raised_pos = pos;
raised_pos.z += 0.05;
gl_Position = osg_ModelViewProjectionMatrix * raised_pos;
vs_out.flogz = logdepth_prepare_vs_depth(gl_Position.w);
vs_out.texcoord = multitexcoord0.st;
vs_out.vertex_normal = osg_NormalMatrix * normal;
}