10cd3fb8c4
Also tidy up model and terrain shaders. Inputs and outputs to vertex and fragment shaders are now interface blocks.
28 lines
669 B
GLSL
28 lines
669 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 {
|
|
vec2 texcoord;
|
|
vec3 vertex_normal;
|
|
vec3 view_vector;
|
|
} vs_out;
|
|
|
|
uniform bool flip_vertically;
|
|
|
|
uniform mat4 osg_ModelViewMatrix;
|
|
uniform mat4 osg_ModelViewProjectionMatrix;
|
|
uniform mat3 osg_NormalMatrix;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = osg_ModelViewProjectionMatrix * pos;
|
|
vs_out.texcoord = multitexcoord0.st;
|
|
if (flip_vertically)
|
|
vs_out.texcoord.y = 1.0 - vs_out.texcoord.y;
|
|
|
|
vs_out.vertex_normal = osg_NormalMatrix * normal;
|
|
vs_out.view_vector = (osg_ModelViewMatrix * pos).xyz;
|
|
}
|