uniform mat4 ModelViewProjectionMatrix; uniform mat4 TransposeInverseModelView; uniform mat4 TextureMatrix = mat4(1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1.); #if __VERSION__ >= 130 in vec3 Position; in vec2 Texcoord; in vec2 SecondTexcoord; in vec3 Normal; out vec3 nor; out vec2 uv; out vec2 uv_bis; #else attribute vec3 Position; attribute vec3 Normal; attribute vec2 Texcoord; attribute vec2 SecondTexcoord; varying vec3 nor; varying vec2 uv; varying vec2 uv_bis; #endif void main(void) { gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.); nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz; uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy; uv_bis = SecondTexcoord; }