#version 120 varying vec3 normal, light_pos, pos; uniform vec2 chunk_pos; void main() { normal = gl_Normal; light_pos = vec3(0, 1, 0); pos = gl_Vertex.xyz + vec3(chunk_pos.x, 0, chunk_pos.y); gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } /* vim: set syn=glsl: */