attribute vec4 in_position; attribute vec3 in_normal; attribute vec2 in_uv; varying vec2 uv; varying vec3 pos, center; varying vec3 normal, binormal, tangent, light, light2; varying float dist, dist2; uniform float nodeScale; void main() { normal = normalize(gl_NormalMatrix * in_normal); binormal = normalize(cross(normal, gl_NormalMatrix * vec3(0.0,0.999,0.04471017781))); tangent = normalize(cross(normal, binormal)); vec4 vertPos = gl_ModelViewMatrix * in_position; pos = vertPos.xyz; center = (gl_ModelViewMatrix * vec4(0.0,0.0,0.0,1.0)).xyz; vec4 lpos = gl_LightSource[0].position; vec4 lpos2 = gl_LightSource[1].position; vec4 s = normalize(lpos-vertPos); vec4 s2 = normalize(lpos2-vertPos); light = s.xyz; light2 = s2.xyz; dist = distance(vertPos, lpos); dist2 = distance(vertPos, lpos2); uv = in_uv; gl_Position = gl_ProjectionMatrix * vertPos; }