#version 120 #include "common.glsl" varying vec4 color; varying vec4 texcoord; varying vec4 lmcoord; vec2 rot(float a, float A, float B){ return vec2((cos(a)*A)+(sin(a)*B),(-sin(a)*A)+(cos(a)*B)); } void main() { vec4 p = gl_ModelViewMatrix * gl_Vertex; p = gbufferModelViewInverse * p; p = geomfunc(p); p = gbufferModelView * p; gl_Position = gl_ProjectionMatrix * p; gl_FogFragCoord = 1; texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0; color = gl_Color; lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1; }