// ***** alpha surface shader ***** varying vec4 Color; //@vertex void transform( out vec4 viewpos ){ viewpos=mx2_ModelViewMatrix * mx2_VertexPosition; Color=mx2_VertexColor * mx2_RenderColor; } //@fragment void ambientPass( out vec4 ambient ){ ambient=Color; } void lightingPass( out vec4 diffuse,out vec4 specular,out vec3 normal ){ }