// -*- mode: C; -*- // Licence: GPL v2 // Authors: Frederic Bouvier, Emilian Huminiuc // varying float RawPosZ; varying vec3 WorldPos; varying vec3 normal; varying vec3 Vnormal; uniform mat4 osg_ViewMatrixInverse; void main() { RawPosZ = gl_Vertex.z; WorldPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz; gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; normal = normalize(gl_Normal); Vnormal = gl_NormalMatrix * gl_Normal; }