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#version 120 varying vec4 passColour; varying vec3 passNormal; varying vec4 passPosition; uniform vec2 screensize; uniform int millis; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; passColour = gl_Color; passNormal = normalize(gl_Normal); passPosition = gl_Position; }