#version 330 core layout(location = 0) in vec4 pos; layout(location = 1) in vec3 normal; layout(location = 3) in vec4 multitexcoord0; out VS_OUT { float flogz; vec2 texcoord; vec3 vertex_normal; } vs_out; uniform mat4 osg_ModelViewProjectionMatrix; uniform mat3 osg_NormalMatrix; // logarithmic_depth.glsl float logdepth_prepare_vs_depth(float z); void main() { vec4 raised_pos = pos; raised_pos.z += 0.05; gl_Position = osg_ModelViewProjectionMatrix * raised_pos; vs_out.flogz = logdepth_prepare_vs_depth(gl_Position.w); vs_out.texcoord = multitexcoord0.st; vs_out.vertex_normal = osg_NormalMatrix * normal; }