// GL Shading Language version 1.0 Vertex Shader // Orion Sky Lawlor, olawlor@acm.org, 2005/2/10 (Public Domain) // Program/vertex shader interface uniform vec4 cameraLocation; // Vertex/fragment shader interface varying vec4 world; // World position varying vec4 worldN; // World normal varying vec4 albedo; // Material diffuse color varying vec4 viewdir; // Viewer direction (to camera) void main(void) { gl_Position = ftransform(); world=gl_ModelViewMatrix * gl_Vertex; worldN=normalize(vec4(gl_NormalMatrix * gl_Normal,0)); albedo=gl_Color; viewdir=normalize(cameraLocation-world); }