#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 vertex_color; layout(location = 3) in vec4 multitexcoord0; out VS_OUT { float flogz; vec2 texcoord; vec3 vertex_normal; vec3 view_vector; vec4 material_color; vec4 ap_color; } vs_out; uniform int color_mode; 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); // logarithmic_depth.glsl float logdepth_prepare_vs_depth(float z); void main() { gl_Position = osg_ModelViewProjectionMatrix * pos; vs_out.flogz = logdepth_prepare_vs_depth(gl_Position.w); vs_out.vertex_normal = osg_NormalMatrix * normal; vs_out.view_vector = (osg_ModelViewMatrix * pos).xyz; vs_out.texcoord = vec2(fg_TextureMatrix * multitexcoord0); // Legacy material handling if (color_mode == MODE_DIFFUSE) vs_out.material_color = vertex_color; else if (color_mode == MODE_AMBIENT_AND_DIFFUSE) vs_out.material_color = vertex_color; else vs_out.material_color = 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) vs_out.material_color.a = material_diffuse.a; else vs_out.material_color.a = vertex_color.a; vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5; vs_out.ap_color = get_aerial_perspective(coord, length(vs_out.view_vector)); }