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HDR: Fix texture animations

This commit is contained in:
Fernando García Liñán 2024-01-19 17:51:20 +01:00
parent e61faa738b
commit e8c75e7599
5 changed files with 10 additions and 5 deletions

View file

@ -15,11 +15,12 @@ uniform int normalmap_enabled;
uniform mat4 osg_ModelViewMatrix;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
uniform mat4 fg_TextureMatrix;
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
vs_out.texcoord = multitexcoord0.st;
vs_out.texcoord = vec2(fg_TextureMatrix * multitexcoord0);
vs_out.vertex_normal = osg_NormalMatrix * normal;
vs_out.view_vector = (osg_ModelViewMatrix * pos).xyz;
}

View file

@ -20,11 +20,12 @@ uniform vec4 material_diffuse;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
uniform mat4 fg_TextureMatrix;
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
vs_out.texcoord = multitexcoord0.st;
vs_out.texcoord = vec2(fg_TextureMatrix * multitexcoord0);
vs_out.vertex_normal = osg_NormalMatrix * normal;
// Legacy material handling

View file

@ -15,11 +15,12 @@ uniform bool flip_vertically;
uniform mat4 osg_ModelViewMatrix;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
uniform mat4 fg_TextureMatrix;
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
vs_out.texcoord = multitexcoord0.st;
vs_out.texcoord = vec2(fg_TextureMatrix * multitexcoord0);
if (flip_vertically)
vs_out.texcoord.y = 1.0 - vs_out.texcoord.y;

View file

@ -16,6 +16,7 @@ uniform bool flip_vertically;
uniform mat4 osg_ModelViewMatrix;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
uniform mat4 fg_TextureMatrix;
// aerial_perspective.glsl
vec4 get_aerial_perspective(vec2 coord, float depth);
@ -23,7 +24,7 @@ vec4 get_aerial_perspective(vec2 coord, float depth);
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
vs_out.texcoord = multitexcoord0.st;
vs_out.texcoord = vec2(fg_TextureMatrix * multitexcoord0);
if (flip_vertically)
vs_out.texcoord.y = 1.0 - vs_out.texcoord.y;

View file

@ -21,6 +21,7 @@ uniform vec4 material_diffuse;
uniform mat4 osg_ModelViewMatrix;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
uniform mat4 fg_TextureMatrix;
// aerial_perspective.glsl
vec4 get_aerial_perspective(vec2 coord, float depth);
@ -30,7 +31,7 @@ void main()
gl_Position = osg_ModelViewProjectionMatrix * pos;
vN = osg_NormalMatrix * normal;
vP = (osg_ModelViewMatrix * pos).xyz;
texcoord = multitexcoord0.st;
texcoord = vec2(fg_TextureMatrix * multitexcoord0);
// Legacy material handling
if (color_mode == MODE_DIFFUSE)