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varying vec3 normal, light_pos, V, N;
varying vec4 diffuse, ambient;
void main() {
V = vec3(gl_ModelViewMatrix * gl_Vertex);
N = normalize(gl_NormalMatrix * gl_Normal);
normal = gl_Normal;
light_pos = vec3(0, 1, 0);
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
/* vim: set syn=glsl: */
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