#version 120 varying vec4 passColour; varying vec3 passNormal; varying vec3 passVertex; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; passColour = gl_Color; passNormal = normalize(gl_Normal); passVertex = vec3(gl_Vertex.x, gl_Vertex.y, gl_Vertex.z); }