#version 120 varying vec2 uv; varying float depth; #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL) #if !PER_PIXEL_LIGHTING varying vec4 lighting; #else varying vec4 passColor; #endif varying vec3 passViewPos; varying vec3 passNormal; #include "lighting.glsl" void main(void) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; depth = gl_Position.z; vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex); gl_ClipVertex = viewPos; #if !PER_PIXEL_LIGHTING vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz); lighting = doLighting(viewPos.xyz, viewNormal, gl_Color); #else passColor = gl_Color; #endif passNormal = gl_Normal.xyz; passViewPos = viewPos.xyz; uv = gl_MultiTexCoord0.xy; }