#version 130 noperspective out vec3 nor; noperspective out vec3 eyenor; noperspective out vec3 viewpos; void main() { nor = gl_NormalMatrix * gl_Normal; eyenor = gl_NormalMatrix * gl_Normal; viewpos = -normalize((gl_ModelViewMatrix * gl_Vertex).xyz); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_FrontColor = gl_Color; }