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fgdata/Shaders/transition.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

25 lines
637 B
GLSL

// -*-C++-*-
// -*-C++-*-
// Texture switching based on face slope and snow level
// based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier.
// © Emilian Huminiuc 2011
#version 120
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 = normalize(gl_NormalMatrix * gl_Normal);
}