2024-01-19 17:33:14 +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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layout(location = 3) in vec4 multitexcoord0;
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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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2024-01-19 17:33:14 +00:00
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vec2 texcoord;
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vec3 vertex_normal;
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vec3 view_vector;
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vec4 ap_color;
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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 fg_TextureMatrix;
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// aerial_perspective.glsl
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vec4 get_aerial_perspective(vec2 coord, float depth);
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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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2024-01-19 17:33:14 +00:00
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void main()
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{
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gl_Position = osg_ModelViewProjectionMatrix * 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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2024-01-19 17:33:14 +00:00
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vs_out.texcoord = vec2(fg_TextureMatrix * multitexcoord0);
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vs_out.vertex_normal = osg_NormalMatrix * normal;
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vs_out.view_vector = (osg_ModelViewMatrix * pos).xyz;
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vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5;
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vs_out.ap_color = get_aerial_perspective(coord, length(vs_out.view_vector));
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}
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