// -*- mode: C; -*- // Licence: GPL v2 // Author: Frederic Bouvier varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 Normal; varying vec3 VTangent; varying vec3 VBinormal; varying vec4 constantColor; varying vec4 specular; attribute vec3 tangent, binormal; void main(void) { rawpos = gl_Vertex; ecPosition = gl_ModelViewMatrix * gl_Vertex; VNormal = normalize(gl_NormalMatrix * gl_Normal); Normal = normalize(gl_Normal); VTangent = gl_NormalMatrix * tangent; VBinormal = gl_NormalMatrix * binormal; gl_FrontColor = gl_Color; constantColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; specular = vec4( gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess ); }