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fgdata/Shaders/transition-gbuffer.vert
Emilian Huminiuc d098796d46 use world coordinates for noise texture lookup
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2013-01-17 11:51:23 +02:00

20 lines
490 B
GLSL

// -*- mode: C; -*-
// Licence: GPL v2
// Authors: Frederic Bouvier, Emilian Huminiuc
//
varying float RawPosZ;
varying vec3 WorldPos;
varying vec3 normal;
varying vec3 Vnormal;
uniform mat4 osg_ViewMatrixInverse;
void main() {
RawPosZ = gl_Vertex.z;
WorldPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = normalize(gl_Normal);
Vnormal = gl_NormalMatrix * gl_Normal;
}