19 lines
406 B
GLSL
19 lines
406 B
GLSL
uniform mat4 texProjMatrix;
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uniform mat4 worldMatrix;
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varying vec3 normal, lightDir, eyeVec;
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void main()
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{
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normal = gl_NormalMatrix * gl_Normal;
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vec4 posEye = gl_ModelViewMatrix * gl_Vertex;
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vec4 posWorld = worldMatrix * gl_Vertex;
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gl_TexCoord[0] = texProjMatrix * posWorld;
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lightDir = vec3(gl_LightSource[0].position.xyz - posEye.xyz);
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eyeVec = -posEye.xyz;
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gl_Position = ftransform();
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}
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