#version 330 core layout(location = 0) in vec4 pos; layout(location = 1) in vec3 normal; layout(location = 3) in vec4 multitexcoord0; layout(location = 6) in vec3 tangent; layout(location = 7) in vec3 binormal; out vec3 vP; out vec2 texcoord; out mat3 TBN; out vec4 ap_color; uniform mat4 osg_ModelViewMatrix; uniform mat4 osg_ModelViewProjectionMatrix; uniform mat3 osg_NormalMatrix; uniform bool flip_vertically; // aerial_perspective.glsl vec4 get_aerial_perspective(vec2 coord, float depth); void main() { gl_Position = osg_ModelViewProjectionMatrix * pos; vP = (osg_ModelViewMatrix * pos).xyz; texcoord = multitexcoord0.st; if (flip_vertically) texcoord.y = 1.0 - texcoord.y; vec3 T = normalize(osg_NormalMatrix * tangent); vec3 B = normalize(osg_NormalMatrix * binormal); vec3 N = normalize(osg_NormalMatrix * normal); TBN = mat3(T, B, N); vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5; ap_color = get_aerial_perspective(coord, length(vP)); }