#version 120 #include "openmw_vertex.h.glsl" uniform vec3 color; uniform vec3 trans; uniform vec3 scale; uniform bool useNormalAsColor; uniform bool useAdvancedShader = false; centroid varying vec4 passColor; varying vec3 vertexNormal; void main() { if(!useAdvancedShader) { gl_Position = mw_modelToClip( vec4(gl_Vertex)); vertexNormal = vec3(1., 1., 1.); passColor = gl_Color; } else { gl_Position = mw_modelToClip( vec4(gl_Vertex.xyz * scale + trans,1)); vertexNormal = useNormalAsColor ? vec3(1., 1., 1.) : gl_Normal.xyz; vec3 colorOut = useNormalAsColor? gl_Normal.xyz : color; passColor = vec4(colorOut, 1.); } }