varying vec2 uv; varying vec2 rcoords; varying vec3 viewDir, pos; uniform vec4 sprite_pos; void main() { uv = gl_MultiTexCoord0.xy; rcoords = ((uv - sprite_pos.xy) / (sprite_pos.zw - sprite_pos.xy) - vec2(0.5, 0.5)) * 2.0; gl_FrontColor = gl_Color; gl_BackColor = gl_Color; pos = (gl_ModelViewMatrix * gl_Vertex).xyz; viewDir = (gl_NormalMatrix * vec3(1.0,0.0,0.0)).xyz; gl_Position = ftransform(); }