varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 VTangent; varying vec3 VBinormal; varying vec3 Normal; varying vec4 constantColor; varying float bump; attribute vec3 tangent; attribute vec3 binormal; void main(void) { rawpos = gl_Vertex; ecPosition = gl_ModelViewMatrix * rawpos; Normal = normalize(gl_Normal); VNormal = gl_NormalMatrix * gl_Normal; VTangent = gl_NormalMatrix * tangent; VBinormal = gl_NormalMatrix * binormal; bump = 1.0; gl_FrontColor = gl_Color; constantColor = gl_FrontMaterial.emission + gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient); gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; }