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fgdata/Shaders/HDR/model_pbr_transparent.vert

38 lines
1,017 B
GLSL

#version 330 core
layout(location = 0) in vec4 pos;
layout(location = 1) in vec3 normal;
layout(location = 3) in vec4 multitexcoord0;
layout(location = 6) in vec3 tangent;
layout(location = 7) in vec3 binormal;
out vec3 vP;
out vec2 texcoord;
out mat3 TBN;
out vec4 ap_color;
uniform mat4 osg_ModelViewMatrix;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
uniform bool flip_vertically;
// aerial_perspective.glsl
vec4 get_aerial_perspective(vec2 coord, float depth);
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
vP = (osg_ModelViewMatrix * pos).xyz;
texcoord = multitexcoord0.st;
if (flip_vertically)
texcoord.y = 1.0 - texcoord.y;
vec3 T = normalize(osg_NormalMatrix * tangent);
vec3 B = normalize(osg_NormalMatrix * binormal);
vec3 N = normalize(osg_NormalMatrix * normal);
TBN = mat3(T, B, N);
vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5;
ap_color = get_aerial_perspective(coord, length(vP));
}