#version 130 uniform vec3 windDir; uniform mat4 ModelViewProjectionMatrix; uniform mat4 TransposeInverseModelView; noperspective out vec3 nor; out vec2 uv; void main() { uv = gl_MultiTexCoord0.st; vec4 vertexPosition = gl_Vertex; vertexPosition.xyz += windDir * gl_Color.r; nor = (TransposeInverseModelView * vec4(gl_Normal, 1.)).xyz; gl_Position = ModelViewProjectionMatrix * vertexPosition; }