// -*-C++-*- #version 120 varying vec3 vertex; varying vec3 viewDir; varying float flogz; void main() { vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); vertex = gl_Vertex.xyz; viewDir = normalize(vertex - ep.xyz); gl_Position = ftransform(); // logarithmic depth flogz = 1.0 + gl_Position.w; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_FrontColor = vec4 (1.0,1.0,1.0,1.0); gl_BackColor = gl_FrontColor; }