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fgdata/Shaders/HDR/geometry-transparent.vert

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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 vertexColor;
layout(location = 3) in vec4 multiTexCoord0;
out vec3 normalVS;
out vec2 texCoord;
out vec4 materialColor;
out vec3 ecPos;
uniform int color_mode;
uniform vec4 material_diffuse;
uniform mat4 osg_ModelViewMatrix;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
normalVS = normalize(osg_NormalMatrix * normal);
texCoord = multiTexCoord0.st;
ecPos = (osg_ModelViewMatrix * pos).xyz;
// Legacy material handling
if (color_mode == MODE_DIFFUSE)
materialColor = vertexColor;
else if (color_mode == MODE_AMBIENT_AND_DIFFUSE)
materialColor = vertexColor;
else
materialColor = 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)
materialColor.a = material_diffuse.a;
else
materialColor.a = vertexColor.a;
}