#version 120 // // eye.vert // vertex shader // // Created by Andrzej Kapolka on 9/25/13. // 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)); // compute standard diffuse lighting per-vertex gl_FrontColor = vec4(gl_Color.rgb * (gl_LightModel.ambient.rgb + gl_LightSource[0].ambient.rgb + gl_LightSource[0].diffuse.rgb * max(0.0, dot(normal, gl_LightSource[0].position))), gl_Color.a); // pass along the texture coordinate gl_TexCoord[0] = gl_MultiTexCoord0; // use standard pipeline transform gl_Position = ftransform(); }