stk-code_catmod/data/shaders/objectpass.vert

20 lines
483 B
GLSL

#version 330
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;
}