38 lines
1,017 B
GLSL
38 lines
1,017 B
GLSL
#version 330 core
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layout(location = 0) in vec4 pos;
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layout(location = 1) in vec3 normal;
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layout(location = 3) in vec4 multitexcoord0;
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layout(location = 6) in vec3 tangent;
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layout(location = 7) in vec3 binormal;
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out vec3 vP;
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out vec2 texcoord;
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out mat3 TBN;
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out vec4 ap_color;
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uniform mat4 osg_ModelViewMatrix;
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uniform mat4 osg_ModelViewProjectionMatrix;
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uniform mat3 osg_NormalMatrix;
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uniform bool flip_vertically;
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// aerial_perspective.glsl
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vec4 get_aerial_perspective(vec2 coord, float depth);
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void main()
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{
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gl_Position = osg_ModelViewProjectionMatrix * pos;
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vP = (osg_ModelViewMatrix * pos).xyz;
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texcoord = multitexcoord0.st;
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if (flip_vertically)
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texcoord.y = 1.0 - texcoord.y;
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vec3 T = normalize(osg_NormalMatrix * tangent);
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vec3 B = normalize(osg_NormalMatrix * binormal);
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vec3 N = normalize(osg_NormalMatrix * normal);
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TBN = mat3(T, B, N);
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vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5;
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ap_color = get_aerial_perspective(coord, length(vP));
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}
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