#version 140 // !!ARBvp1.0 #pragma tdm_include "tdm_transform.glsl" in vec3 attr_Bitangent; in vec3 attr_Normal; in vec3 attr_Tangent; in vec4 attr_Color; INATTR_POSITION //in vec4 attr_Position; in vec4 attr_TexCoord; out vec4 var_color; out vec3 var_viewDir; out vec4 var_tc5; out vec3 var_normal; uniform vec4 u_localParam0; uniform vec4 u_viewOriginLocal; void main() { var_viewDir = u_viewOriginLocal.xyz - attr_Position.xyz; var_normal = attr_Normal; var_tc5 = u_localParam0; //MOV result.texcoord[5], program.local[0]; var_color = attr_Color; //MOV result.color, vertex.color; gl_Position = tdm_transform(attr_Position); }