| attribute vec3 in_vertex; | |
| attribute vec3 in_normal; | |
| attribute vec2 in_texcoord; | |
| varying vec3 normal; | |
| varying vec2 texcoord; | |
| void main(void) | |
| { | |
| vec4 p = gl_ModelViewProjectionMatrix * vec4(in_vertex, 1); | |
| gl_Position = p; | |
| vec4 nn = gl_ModelViewMatrixInverseTranspose * vec4(normalize(in_normal), 0); | |
| normal = nn.xyz; | |
| texcoord = in_texcoord; | |
| } |