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- varying vec3 normal;
- varying vec3 tangent;
- varying vec3 binormal;
- varying vec4 pos;
- varying vec4 rawpos;
- varying vec4 vertexColor;
- attribute vec3 vTangent;
- void main() {
- normal = normalize(gl_NormalMatrix * gl_Normal);
- tangent = normalize(gl_NormalMatrix * vTangent);
- binormal = normalize(cross(normal, tangent));
- gl_Position = ftransform();
- pos = gl_ModelViewMatrix * gl_Vertex;
- rawpos = gl_Vertex;
- vertexColor = gl_Color;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- }
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