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path: root/terrain_vertex.glsl
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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: */