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fgdata/Compositor/Shaders/ALS/birds.vert

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GLSL

// -*-C++-*-
#version 120
varying vec3 vertex;
varying vec3 relPos;
varying vec3 normal;
varying float flogz;
uniform float osg_SimulationTime;
void main()
{
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
vec3 u = normalize(ep.xyz - l.xyz);
vec3 absu = abs(u);
vec3 r = normalize(vec3(-u.y, u.x, 0.0));
vec3 w = cross(u, r);
vertex = gl_Vertex.xyz;
relPos = vertex - ep.xyz;
normal = gl_NormalMatrix * gl_Normal;
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
gl_Position.xyz = gl_Vertex.x * u;
gl_Position.xyz += gl_Vertex.y * r;
gl_Position.xyz += gl_Vertex.z * w;
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
// logarithmic depth
flogz = 1.0 + gl_Position.w;
//vec4 offset = gl_ModelViewProjectionMatrix * vec4 (0.05* osg_SimulationTime, 0.0, 0.0, 1.0);
//gl_Position +=offset;
//gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor = vec4 (1.0,1.0,1.0,1.0);
gl_BackColor = gl_FrontColor;
}