2019-10-25 23:42:48 +00:00
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// -*-C++-*-
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#version 120
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varying vec3 vertex;
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varying vec3 relPos;
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varying vec3 normal;
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2020-04-04 15:57:33 +00:00
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varying float flogz;
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2019-10-25 23:42:48 +00:00
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uniform float osg_SimulationTime;
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void main()
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{
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vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
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vec3 u = normalize(ep.xyz - l.xyz);
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vec3 absu = abs(u);
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vec3 r = normalize(vec3(-u.y, u.x, 0.0));
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vec3 w = cross(u, r);
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vertex = gl_Vertex.xyz;
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relPos = vertex - ep.xyz;
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normal = gl_NormalMatrix * gl_Normal;
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gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
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gl_Position.xyz = gl_Vertex.x * u;
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gl_Position.xyz += gl_Vertex.y * r;
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gl_Position.xyz += gl_Vertex.z * w;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
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2020-04-04 15:57:33 +00:00
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// logarithmic depth
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flogz = 1.0 + gl_Position.w;
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2019-10-25 23:42:48 +00:00
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//vec4 offset = gl_ModelViewProjectionMatrix * vec4 (0.05* osg_SimulationTime, 0.0, 0.0, 1.0);
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//gl_Position +=offset;
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//gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_FrontColor = vec4 (1.0,1.0,1.0,1.0);
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gl_BackColor = gl_FrontColor;
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}
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