#version 140 // !!ARBvp1.0 OPTION ARB_position_invariant ; #pragma tdm_include "tdm_transform.glsl" in vec3 attr_Normal; in vec4 attr_Color; INATTR_POSITION //in vec4 attr_Position; out vec4 var_color; out vec4 var_tc0; out vec4 var_tc1; uniform vec4 u_viewOriginLocal; void main() { // env[5] is the eye position in local coordinates // env[16-17] control if color is by vertex or global //MOV result.texcoord[0], vertex.normal; var_tc0 = vec4(attr_Normal, 1); //MOV result.texcoord[0], vertex.attrib[2]; var_tc1 = (u_viewOriginLocal) - (attr_Position); //SUB result.texcoord[1], program.env[5], vertex.position; var_color = attr_Color; //MOV result.color, vertex.color; //MAD result.color, vertex.color, program.env[16], program.env[17]; gl_Position = tdm_transform(attr_Position); }