/// ============================================================================ /* Copyright (C) 2005 Robert Beckebans Please see the file "AUTHORS" for a list of contributors This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /// ============================================================================ varying vec3 var_Vertex; varying vec3 var_Normal; void main() { // transform vertex position into homogenous clip-space gl_Position = ftransform(); // transform position into world space var_Vertex = (gl_TextureMatrix[0] * gl_Vertex).xyz; // transform normal into world space var_Normal.x = dot(gl_TextureMatrix[0][0].xyz, gl_Normal); var_Normal.y = dot(gl_TextureMatrix[0][1].xyz, gl_Normal); var_Normal.z = dot(gl_TextureMatrix[0][2].xyz, gl_Normal); }