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fgdata/Shaders/HDR/model_transparent.vert

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GLSL
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#version 330 core
#define MODE_OFF 0
#define MODE_DIFFUSE 1
#define MODE_AMBIENT_AND_DIFFUSE 2
layout(location = 0) in vec4 pos;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec4 vertex_color;
layout(location = 3) in vec4 multitexcoord0;
out VS_OUT {
float flogz;
vec2 texcoord;
vec3 vertex_normal;
vec3 view_vector;
vec4 material_color;
vec4 ap_color;
} vs_out;
uniform int color_mode;
uniform vec4 material_diffuse;
uniform mat4 osg_ModelViewMatrix;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
2024-01-19 16:51:20 +00:00
uniform mat4 fg_TextureMatrix;
// aerial_perspective.glsl
vec4 get_aerial_perspective(vec2 coord, float depth);
// logarithmic_depth.glsl
float logdepth_prepare_vs_depth(float z);
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
vs_out.flogz = logdepth_prepare_vs_depth(gl_Position.w);
vs_out.vertex_normal = osg_NormalMatrix * normal;
vs_out.view_vector = (osg_ModelViewMatrix * pos).xyz;
vs_out.texcoord = vec2(fg_TextureMatrix * multitexcoord0);
// Legacy material handling
if (color_mode == MODE_DIFFUSE)
vs_out.material_color = vertex_color;
else if (color_mode == MODE_AMBIENT_AND_DIFFUSE)
vs_out.material_color = vertex_color;
else
vs_out.material_color = material_diffuse;
// Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work
if (material_diffuse.a < 1.0)
vs_out.material_color.a = material_diffuse.a;
else
vs_out.material_color.a = vertex_color.a;
vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5;
vs_out.ap_color = get_aerial_perspective(coord, length(vs_out.view_vector));
}