#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 vec3 vN; out vec3 vP; out vec2 texcoord; out vec4 material_color; out vec4 ap_color; uniform int color_mode; uniform vec4 material_diffuse; uniform mat4 osg_ModelViewMatrix; uniform mat4 osg_ModelViewProjectionMatrix; uniform mat3 osg_NormalMatrix; // aerial_perspective.glsl vec4 get_aerial_perspective(vec2 coord, float depth); void main() { gl_Position = osg_ModelViewProjectionMatrix * pos; vN = osg_NormalMatrix * normal; vP = (osg_ModelViewMatrix * pos).xyz; texcoord = multitexcoord0.st; // Legacy material handling if (color_mode == MODE_DIFFUSE) material_color = vertex_color; else if (color_mode == MODE_AMBIENT_AND_DIFFUSE) material_color = vertex_color; else 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) material_color.a = material_diffuse.a; else material_color.a = vertex_color.a; vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5; ap_color = get_aerial_perspective(coord, length(vP)); }