attribute vec4 in_vertex; attribute vec3 in_normal; attribute vec2 in_uv; attribute vec4 in_color; attribute vec4 in_uv2; varying vec3 npos, origo; varying vec3 normal; varying vec2 uv, uv2, uv3; varying vec4 pos; varying vec3 vertMasks; void main() { normal = normalize(gl_NormalMatrix * in_normal); vec4 pos = gl_ModelViewMatrix * in_vertex; npos = -pos.xyz; origo = in_vertex.xyz; vertMasks = max(vec3(0.0), in_color.rgb * 3.0 -2.0); // shield r, windows g, engine b // ogex uv's are uv = in_uv; uv.y = 1.0 - uv.y; uv2 = in_uv2.xy; uv2.y = 1.0 - uv2.y; uv3 = in_uv2.zw; uv3.y = 1.0 - uv3.y; gl_Position = gl_ProjectionMatrix * pos; }