// -*-C++-*- // // Chris Ringeval (Novermber 2021) // #version 120 uniform vec3 fg_CameraWorldUp; uniform mat4 osg_ViewMatrix; varying vec3 eye2VertInEyeSpace; varying vec3 eye2ZenithInEyeSpace; varying vec3 eye2MoonInEyeSpace; uniform vec3 fg_MoonDirection; void main() { eye2VertInEyeSpace = (gl_ModelViewMatrix * gl_Vertex - vec4(0.0,0.0,0.0,1.0)).xyz; eye2ZenithInEyeSpace = (osg_ViewMatrix * vec4(fg_CameraWorldUp,0.0)).xyz; eye2MoonInEyeSpace = fg_MoonDirection; gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; }