20 lines
483 B
GLSL
20 lines
483 B
GLSL
#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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uniform mat4 TextureMatrix0;
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uniform mat4 TextureMatrix1;
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noperspective out vec3 nor;
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out vec4 color;
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out vec2 uv0;
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out vec2 uv1;
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void main() {
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nor = (TransposeInverseModelView * vec4(gl_Normal, 1.)).xyz;
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uv0 = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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uv1 = (gl_TextureMatrix[1] * gl_MultiTexCoord1).st;
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gl_Position = ModelViewProjectionMatrix * gl_Vertex;
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color = gl_Color;
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}
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