3 * @brief Medium quality battlescape vertex shader.
8 in_qualifier vec4 TANGENTS;
11 out_qualifier vec3 normal;
13 out_qualifier vec3 eyedir;
14 out_qualifier vec3 lightDirs[];
23 #include "light_vs.glsl"
24 #include "transform_lights_vs.glsl"
25 #include "fog_vs.glsl"
27 out_qualifier vec4 blendColor;
37 /* MVP transform into clip space.*/
38 gl_Position = ftransform();
39 /*gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(Vertex);*/
42 /* Pass texcoords through.*/
43 gl_TexCoord[0] = gl_MultiTexCoord0 + OFFSET;
44 gl_TexCoord[1] = gl_MultiTexCoord1 + OFFSET;
54 blendColor = gl_Color;