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fgdata/Shaders/HDR/ws30.vert
2024-02-10 00:12:59 +01:00

25 lines
592 B
GLSL

#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;
} vs_out;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
// 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 = multitexcoord0.st;
vs_out.vertex_normal = osg_NormalMatrix * normal;
}