#version 110 varying vec4 vPos; varying vec3 vNrm; varying vec4 vShadowCoord0; varying vec4 vShadowCoord1; varying vec4 vShadowCoord2; varying vec4 vColor; void main(void){ vPos = gl_ModelViewMatrix * gl_Vertex; vNrm = normalize(gl_NormalMatrix * gl_Normal); vShadowCoord0 = gl_TextureMatrix[5] * gl_ModelViewMatrix * gl_Vertex; vShadowCoord1 = gl_TextureMatrix[6] * gl_ModelViewMatrix * gl_Vertex; vShadowCoord2 = gl_TextureMatrix[7] * gl_ModelViewMatrix * gl_Vertex; vColor = gl_Color; gl_Position = gl_ProjectionMatrix * vPos; gl_FrontColor = gl_Color; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; }