varying vec2 uv, uv1, uv2; uniform float approach; uniform float innerScale1; uniform float innerScale2; void main() { uv = gl_MultiTexCoord0.xy; uv1 = ((uv - vec2(0.5)) / innerScale1) + vec2(0.5); uv2 = ((uv - vec2(0.5)) / innerScale2) + vec2(0.5); vec4 cpos = gl_ModelViewProjectionMatrix * gl_Vertex; cpos.z -= approach; gl_Position = cpos; gl_FrontColor = gl_Color; gl_BackColor = gl_Color; }