// Author: Nikolai V. Chr. // License: GPL v2 #version 120 varying vec3 VNormal; varying vec3 eyeVec; void main(void) { vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; eyeVec = ecPosition.xyz; VNormal = normalize(gl_NormalMatrix * gl_Normal); gl_Position = ftransform(); gl_ClipVertex = ecPosition; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; }