#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; vec3 view_vector; } vs_out; uniform bool flip_vertically; uniform mat4 osg_ModelViewMatrix; uniform mat4 osg_ModelViewProjectionMatrix; uniform mat3 osg_NormalMatrix; uniform mat4 fg_TextureMatrix; // 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.texcoord = vec2(fg_TextureMatrix * multitexcoord0); if (flip_vertically) vs_out.texcoord.y = 1.0 - vs_out.texcoord.y; vs_out.vertex_normal = osg_NormalMatrix * normal; vs_out.view_vector = (osg_ModelViewMatrix * pos).xyz; }