// // grainy_voxels.vert // vertex shader // // Created by Andrzej Kapolka on 5/15/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #version 120 // the position in model space varying vec3 position; void main(void) { position = gl_Vertex.xyz; vec4 normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0)); gl_FrontColor = gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient + gl_LightSource[0].diffuse * max(0.0, dot(normal, gl_LightSource[0].position))); gl_Position = ftransform(); }