Change to the up vector used in sky irradiance light in ALS shader.
Models that are xml offset with pitch, heading or yaw should now be correct lighted.
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2 changed files with 4 additions and 2 deletions
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@ -79,6 +79,7 @@ uniform float snowlevel;
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uniform float snow_thickness_factor;
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uniform float snow_thickness_factor;
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uniform float osg_SimulationTime;
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uniform float osg_SimulationTime;
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uniform mat4 osg_ViewMatrix;
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uniform float landing_light1_offset;
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uniform float landing_light1_offset;
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uniform float landing_light2_offset;
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uniform float landing_light2_offset;
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@ -155,7 +156,7 @@ void main (void)
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/// BEGIN geometry for light
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/// BEGIN geometry for light
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vec3 up = (gl_ModelViewMatrix * vec4(0.0,0.0,1.0,0.0)).xyz;
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vec3 up = (osg_ViewMatrix * vec4(0.0,0.0,1.0,0.0)).xyz;
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//vec4 worldPos3D = (osg_ViewMatrixInverse * vec4 (0.0,0.0,0.0, 1.0));
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//vec4 worldPos3D = (osg_ViewMatrixInverse * vec4 (0.0,0.0,0.0, 1.0));
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//worldPos3D.a = 0.0;
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//worldPos3D.a = 0.0;
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//vec3 up = (osg_ViewMatrix * worldPos3D).xyz;
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//vec3 up = (osg_ViewMatrix * worldPos3D).xyz;
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@ -76,6 +76,7 @@ uniform float snowlevel;
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uniform float snow_thickness_factor;
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uniform float snow_thickness_factor;
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uniform float osg_SimulationTime;
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uniform float osg_SimulationTime;
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uniform mat4 osg_ViewMatrix;
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uniform float landing_light1_offset;
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uniform float landing_light1_offset;
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uniform float landing_light2_offset;
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uniform float landing_light2_offset;
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@ -221,7 +222,7 @@ void main (void)
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/// BEGIN geometry for light
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/// BEGIN geometry for light
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vec3 up = (gl_ModelViewMatrix * vec4(0.0,0.0,1.0,0.0)).xyz;
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vec3 up = (osg_ViewMatrix * vec4(0.0,0.0,1.0,0.0)).xyz;
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vec3 nVertVec = normalize(vertVec);
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vec3 nVertVec = normalize(vertVec);
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