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fgdata/Shaders/HDR/terrain_lfeat.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

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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 {
vec2 texcoord;
vec3 vertex_normal;
} vs_out;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
void main()
{
vec4 raised_pos = pos;
raised_pos.z += 0.05;
gl_Position = osg_ModelViewProjectionMatrix * raised_pos;
vs_out.texcoord = multitexcoord0.st;
vs_out.vertex_normal = osg_NormalMatrix * normal;
}