#version 130 uniform mat4 ModelViewMatrix; uniform mat4 ProjectionMatrix; out vec2 uv; out vec2 edger_uv; out float camdist; void main() { vec4 position = ModelViewMatrix * gl_Vertex; gl_Position = ProjectionMatrix * position; uv = gl_MultiTexCoord0.xy; edger_uv = gl_MultiTexCoord1.xy; camdist = length(position.xyz); }