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- #version 110
- uniform float time;
- uniform mat4 modelMatrixInverseTransposed;
- varying vec3 vertex;
- varying vec3 vertexCam;
- varying vec3 normal;
- varying vec3 normalCam;
- mat3 mat4_to_mat3(mat4 m4)
- {
- return mat3(m4[0][0], m4[0][1], m4[0][2],
- m4[1][0], m4[1][1], m4[1][2],
- m4[2][0], m4[2][1], m4[2][2]);
- }
- void main()
- {
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_FrontColor = gl_Color;
-
- mat3 normalMatrix = mat4_to_mat3(modelMatrixInverseTransposed);
- normal = normalize(normalMatrix * gl_Normal);
- normalCam = normalize(gl_NormalMatrix * gl_Normal);
- vertex = vec3(gl_Vertex);
- vertexCam = vec3(gl_ModelViewMatrix * gl_Vertex);
- }
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