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fgdata/Shaders/HDR/model_default.vert
Fernando García Liñán 10cd3fb8c4 HDR: Normal mapping without precomputed tangents
Also tidy up model and terrain shaders. Inputs and outputs to vertex and
fragment shaders are now interface blocks.
2023-04-17 05:09:24 +02:00

37 lines
920 B
GLSL

#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 VS_OUT {
vec2 texcoord;
vec3 vertex_normal;
vec4 material_color;
} vs_out;
uniform int color_mode;
uniform vec4 material_diffuse;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
vs_out.texcoord = multitexcoord0.st;
vs_out.vertex_normal = osg_NormalMatrix * normal;
// Legacy material handling
if (color_mode == MODE_DIFFUSE)
vs_out.material_color = vertex_color;
else if (color_mode == MODE_AMBIENT_AND_DIFFUSE)
vs_out.material_color = vertex_color;
else
vs_out.material_color = material_diffuse;
}