- varying vec3 vert;
- varying vec3 normal;
- varying vec3 lightvec0;
- varying vec3 lightvec1;
- varying vec4 IAmbient;
- uniform int EnableLighting;
- void main(void)
- {
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_FrontColor = gl_Color;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- if (EnableLighting==1)
- {
- normal = normalize(gl_NormalMatrix * gl_Normal);
- vert = vec3(gl_ModelViewMatrix * gl_Vertex);
- lightvec0 = gl_LightSource[0].position.xyz;
- if (gl_LightSource[0].position.w != 0)
- lightvec0 = lightvec0 - vert;
- lightvec0 = normalize(lightvec0);
- lightvec1 = gl_LightSource[1].position.xyz;
- if (gl_LightSource[1].position.w != 0)
- lightvec1 = lightvec1 - vert;
- lightvec1 = normalize(lightvec1);
- IAmbient = gl_LightSource[0].ambient +
- gl_LightSource[1].ambient;
- }
- }