10cd3fb8c4
Also tidy up model and terrain shaders. Inputs and outputs to vertex and fragment shaders are now interface blocks.
51 lines
1.4 KiB
GLSL
51 lines
1.4 KiB
GLSL
#version 330 core
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#define MODE_OFF 0
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#define MODE_DIFFUSE 1
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#define MODE_AMBIENT_AND_DIFFUSE 2
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layout(location = 0) in vec4 pos;
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layout(location = 1) in vec3 normal;
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layout(location = 2) in vec4 vertex_color;
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layout(location = 3) in vec4 multitexcoord0;
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out vec3 vN;
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out vec3 vP;
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out vec2 texcoord;
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out vec4 material_color;
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out vec4 ap_color;
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uniform int color_mode;
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uniform vec4 material_diffuse;
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uniform mat4 osg_ModelViewMatrix;
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uniform mat4 osg_ModelViewProjectionMatrix;
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uniform mat3 osg_NormalMatrix;
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// aerial_perspective.glsl
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vec4 get_aerial_perspective(vec2 coord, float depth);
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void main()
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{
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gl_Position = osg_ModelViewProjectionMatrix * pos;
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vN = osg_NormalMatrix * normal;
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vP = (osg_ModelViewMatrix * pos).xyz;
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texcoord = multitexcoord0.st;
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// Legacy material handling
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if (color_mode == MODE_DIFFUSE)
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material_color = vertex_color;
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else if (color_mode == MODE_AMBIENT_AND_DIFFUSE)
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material_color = vertex_color;
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else
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material_color = material_diffuse;
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (material_diffuse.a < 1.0)
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material_color.a = material_diffuse.a;
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else
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material_color.a = vertex_color.a;
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vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5;
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ap_color = get_aerial_perspective(coord, length(vP));
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}
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