#version 120 // // model.vert // vertex shader // // Created by Andrzej Kapolka on 10/14/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // // the interpolated normal varying vec4 normal; void main(void) { // transform and store the normal for interpolation normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0)); // pass along the vertex color gl_FrontColor = gl_Color; // and the texture coordinates gl_TexCoord[0] = gl_MultiTexCoord0; // use standard pipeline transform gl_Position = ftransform(); }