#version 120 varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 Normal; centroid varying vec4 ipos; void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; rawpos = gl_Vertex; ipos = gl_Vertex; ecPosition = gl_ModelViewMatrix * gl_Vertex; VNormal = normalize(gl_NormalMatrix * gl_Normal); Normal = normalize(gl_Normal); gl_Position = ftransform(); }