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fgdata/Shaders/landmass-g.vert

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425 B
GLSL
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varying vec4 rawposIn;
varying vec3 NormalIn;
varying vec3 VTangentIn;
varying vec3 VBinormalIn;
attribute vec3 tangent;
attribute vec3 binormal;
void main(void)
{
rawposIn = gl_Vertex;
NormalIn = normalize(gl_Normal);
VTangentIn = gl_NormalMatrix * tangent;
VBinormalIn = gl_NormalMatrix * binormal;
gl_FrontColor = gl_Color;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}