// // attachment 0: normal.x | normal.x | normal.y | normal.y // attachment 1: diffuse.r | diffuse.g | diffuse.b | material Id // attachment 2: specular.l | shininess | emission.l | unused // varying vec3 ecNormal; varying vec4 color; void main() { ecNormal = gl_NormalMatrix * gl_Normal; gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; color = gl_Color; }