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fgdata/Shaders/HDR/model_transparent.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

51 lines
1.4 KiB
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 vec3 vN;
out vec3 vP;
out vec2 texcoord;
out vec4 material_color;
out vec4 ap_color;
uniform int color_mode;
uniform vec4 material_diffuse;
uniform mat4 osg_ModelViewMatrix;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
// aerial_perspective.glsl
vec4 get_aerial_perspective(vec2 coord, float depth);
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
vN = osg_NormalMatrix * normal;
vP = (osg_ModelViewMatrix * pos).xyz;
texcoord = multitexcoord0.st;
// Legacy material handling
if (color_mode == MODE_DIFFUSE)
material_color = vertex_color;
else if (color_mode == MODE_AMBIENT_AND_DIFFUSE)
material_color = vertex_color;
else
material_color = material_diffuse;
// Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work
if (material_diffuse.a < 1.0)
material_color.a = material_diffuse.a;
else
material_color.a = vertex_color.a;
vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5;
ap_color = get_aerial_perspective(coord, length(vP));
}