#version 120 varying vec2 diffuseMapUV; varying float alphaPassthrough; #include "lib/core/vertex.h.glsl" #include "vertexcolors.glsl" void main() { gl_Position = modelToClip(gl_Vertex); vec4 viewPos = modelToView(gl_Vertex); gl_ClipVertex = viewPos; if (colorMode == 2) alphaPassthrough = gl_Color.a; else alphaPassthrough = gl_FrontMaterial.diffuse.a; diffuseMapUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; }