#version 150 out vec3 src_normal, normal;//, et; out vec4 pos; out float fogCoord, fs_gid; out mat3 TBN; uniform bool acc_fog; uniform vec2 dt; uniform vec3 eye; void main(void) { normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal); pos.xyzw = vec4(qgl_ModelViewMatrix * qgl_Vertex); TBN = (mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal)); /*if (acc_fog) { fogCoord = (gl_Fog.end - length(pos.xyz) * 0.85) / (gl_Fog.end - gl_Fog.start); fogCoord = 1. - clamp(fogCoord, 0., 1.); }*/ //gl_TexCoord[0] = gl_MultiTexCoord0; //gl_TexCoord[1] = gl_MultiTexCoord1; qgl_FragTexture = qgl_Texture; qgl_FragColor = qgl_Color; vec4 tp = qgl_ftransform(); //tp /= tp.w; src_normal = normalize(vec3(pos.xy * dt * 2., 0)); pos.w = tp.w; gl_Position = tp;//ftransform(); }