3 * @brief Default battlescape model vertex shader.
13 attribute vec4 NEXT_FRAME_VERTS;
14 attribute vec4 NEXT_FRAME_NORMALS;
15 attribute vec4 NEXT_FRAME_TANGENTS;
18 uniform vec3 SUNDIRECTION;
20 out_qualifier vec3 sunDir;
27 varying vec3 lightDirs[];
28 varying vec3 staticLightDir;
33 #include "lerp_vs.glsl"
34 #include "light_vs.glsl"
35 #include "transform_lights_vs.glsl"
36 #include "fog_vs.glsl"
50 /* MVP transform into clip space.*/
51 /*gl_Position = ftransform();*/
52 gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(Vertex);
55 /* Pass texcoords through.*/
56 gl_TexCoord[0] = gl_MultiTexCoord0 + OFFSET;
57 gl_TexCoord[1] = gl_MultiTexCoord1 + OFFSET;