// [config] // expect_result: pass // glsl_version: 1.10 // // # NOTE: Config section was auto-generated from file // # NOTE: 'glslparser.tests' at git revision // # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 // [end config] /* =========================================================================== Copyright (C) 2006 Robert Beckebans This file is part of XreaL source code. XreaL source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. XreaL source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with XreaL source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ attribute vec4 attr_TexCoord0; varying vec3 var_Vertex; varying vec3 var_Normal; varying vec2 var_TexDiffuse; varying vec4 var_TexAtten; void main() { // transform vertex position into homogenous clip-space gl_Position = ftransform(); // assign position in object space var_Vertex = gl_Vertex.xyz; // assign normal in object space var_Normal = gl_Normal.xyz; // transform diffusemap texcoords var_TexDiffuse = (gl_TextureMatrix[0] * attr_TexCoord0).st; // calc light xy,z attenuation in light space var_TexAtten = gl_TextureMatrix[3] * gl_Vertex; }