#version 120 // // iris.vert // vertex shader // // Created by Andrzej Kapolka on 6/13/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // // the interpolated normal varying vec4 normal; void main(void) { 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_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); }