c4d19877cf
- New atmosphering rendering technique based on my own work. - Attempt to fix some remaining transparency issues. - Use a luminance histogram for auto exposure. - Add support for clustered shading. - Add WS 2.0 shaders. - Add 3D cloud shaders. - Add orthoscenery support.
27 lines
680 B
GLSL
27 lines
680 B
GLSL
#version 330 core
|
|
|
|
layout(location = 0) in vec4 pos;
|
|
layout(location = 1) in vec3 normal;
|
|
layout(location = 3) in vec4 multiTexCoord0;
|
|
|
|
out vec3 rawpos;
|
|
out vec2 texCoord;
|
|
out mat3 TBN;
|
|
|
|
uniform mat4 osg_ModelViewProjectionMatrix;
|
|
uniform mat3 osg_NormalMatrix;
|
|
|
|
void main()
|
|
{
|
|
rawpos = pos.xyz / pos.w;
|
|
gl_Position = osg_ModelViewProjectionMatrix * pos;
|
|
texCoord = multiTexCoord0.st;
|
|
|
|
vec3 tangent = cross(normal, vec3(1.0, 0.0, 0.0));
|
|
vec3 binormal = cross(normal, tangent);
|
|
|
|
vec3 T = normalize(osg_NormalMatrix * tangent);
|
|
vec3 B = normalize(osg_NormalMatrix * binormal);
|
|
vec3 N = normalize(osg_NormalMatrix * normal);
|
|
TBN = mat3(T, B, N);
|
|
}
|