2023-02-19 15:47:55 +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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2023-04-07 06:17:37 +00:00
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layout(location = 3) in vec4 multitexcoord0;
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2023-02-19 15:47:55 +00:00
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2023-04-07 06:17:37 +00:00
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out vec3 vN;
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out vec2 texcoord;
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2023-02-19 15:47:55 +00:00
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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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vec4 raised_pos = pos;
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raised_pos.z += 0.05;
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2023-04-07 06:17:37 +00:00
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2023-02-19 15:47:55 +00:00
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gl_Position = osg_ModelViewProjectionMatrix * raised_pos;
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2023-04-07 06:17:37 +00:00
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vN = normalize(osg_NormalMatrix * normal);
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texcoord = multitexcoord0.st;
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2023-02-19 15:47:55 +00:00
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}
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