// -*- mode: C; -*- // Licence: GPL v2 // Author: Frederic Bouvier //varying float fogCoord; varying vec3 VNormal; varying vec3 VTangent; varying vec3 VBinormal; attribute vec3 tangent; attribute vec3 binormal; void main (void) { // vec4 pos = gl_ModelViewMatrix * gl_Vertex; // fogCoord = pos.z / pos.w; VNormal = normalize(gl_NormalMatrix * gl_Normal); VTangent = normalize(gl_NormalMatrix * tangent); VBinormal = normalize(gl_NormalMatrix * binormal); gl_FrontColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient; gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); }