#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; }