45 lines
1.2 KiB
GLSL
45 lines
1.2 KiB
GLSL
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#version 330 core
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#define MODE_OFF 0
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#define MODE_DIFFUSE 1
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#define MODE_AMBIENT_AND_DIFFUSE 2
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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 = 2) in vec4 vertexColor;
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layout(location = 3) in vec4 multiTexCoord0;
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out vec3 normalVS;
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out vec2 texCoord;
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out vec4 materialColor;
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out vec3 ecPos;
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uniform int color_mode;
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uniform vec4 material_diffuse;
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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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void main()
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{
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gl_Position = osg_ModelViewProjectionMatrix * pos;
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normalVS = normalize(osg_NormalMatrix * normal);
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texCoord = multiTexCoord0.st;
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ecPos = (osg_ModelViewMatrix * pos).xyz;
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// Legacy material handling
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if (color_mode == MODE_DIFFUSE)
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materialColor = vertexColor;
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else if (color_mode == MODE_AMBIENT_AND_DIFFUSE)
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materialColor = vertexColor;
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else
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materialColor = material_diffuse;
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (material_diffuse.a < 1.0)
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materialColor.a = material_diffuse.a;
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else
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materialColor.a = vertexColor.a;
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}
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