- varying vec4 vpos;
- varying vec3 normal;
- varying vec3 view;
- void main(void)
- {
- normal = normalize(gl_Normal);
- vpos = gl_Vertex;
- view = normalize(vec3(-(gl_ModelViewMatrix * gl_Vertex)));
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_FrontColor = gl_Color;
- }