varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 Normal; varying vec3 VTangent; varying vec3 VBinormal; varying vec4 constantColor; void main(void) { rawpos = gl_Vertex; ecPosition = gl_ModelViewMatrix * gl_Vertex; VNormal = normalize(gl_NormalMatrix * gl_Normal); Normal = normalize(gl_Normal); vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0))); VTangent = gl_NormalMatrix * t; vec3 b = normalize(cross(gl_Normal,t)); VBinormal = gl_NormalMatrix * b; 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; }