16 lines
498 B
GLSL
16 lines
498 B
GLSL
#version 120
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec4 ecPosition;
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void main()
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{
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gl_Position = ftransform();
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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normal = gl_NormalMatrix * gl_Normal;
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diffuse_term = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
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gl_FrontColor = gl_FrontMaterial.emission + gl_FrontMaterial.ambient *
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(gl_LightModel.ambient + gl_LightSource[0].ambient);
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}
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