#version 130 uniform mat4 ModelViewProjectionMatrix; uniform mat4 TransposeInverseModelView; uniform mat4 TextureMatrix0; uniform mat4 TextureMatrix1; noperspective out vec3 nor; out vec4 color; out vec2 uv0; out vec2 uv1; void main() { nor = (TransposeInverseModelView * vec4(gl_Normal, 1.)).xyz; uv0 = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st; uv1 = (gl_TextureMatrix[1] * gl_MultiTexCoord1).st; gl_Position = ModelViewProjectionMatrix * gl_Vertex; color = gl_Color; }