- varying vec3 normal;
- varying vec3 v;
- varying vec3 Light_Pos[8];
- varying vec4 Light_Ambient[8];
- varying vec4 Light_Specular[8];
- varying vec4 Light_Diffuse[8];
- varying float Light_ConstantAttenuation[8];
- varying float Light_LinearAttenuation[8];
- varying float Light_QuadraticAttenuation[8];
- void main(void)
- {
- for (int i=0;i<=7;i++)
- {
- Light_Pos[i] = gl_LightSource[i].position.xyz;
- Light_Ambient[i] = gl_LightSource[i].ambient;
- Light_Specular[i] = gl_LightSource[i].specular;
- Light_Diffuse[i] = gl_LightSource[i].diffuse;
- Light_ConstantAttenuation[i] = gl_LightSource[i].constantAttenuation;
- Light_LinearAttenuation[i] = gl_LightSource[i].linearAttenuation;
- Light_QuadraticAttenuation[i] = gl_LightSource[i].quadraticAttenuation;
- }
- normal = gl_NormalMatrix * gl_Normal;
- v = vec3(gl_ModelViewMatrix * gl_Vertex);
- gl_FrontColor = gl_Color;
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
- }