#version 330 core in vec2 gl_MultiTexCoord0;//[4]; in vec3 gl_Normal; in vec4 gl_Vertex; uniform mat4 projectionMatrix; uniform mat4 modelViewMatrix; out vec2 tex_uv; out vec3 normalvect; out vec3 vertex; out vec4 vertex4; out vec3 camPos; void main(void) { tex_uv=gl_MultiTexCoord0.xy;//[0].xy; tex_uv.y=1.0-tex_uv.y; vec4 nrm1=modelViewMatrix * vec4(gl_Normal,0.0); vec4 nrm2=modelViewMatrix * vec4(0.0,0.0,0.0,0.0); vec4 nrm3=nrm1-nrm2; camPos=nrm2.xyz; normalvect=nrm3.xyz*(-1.0); vertex=gl_Vertex.xyz; vertex4= projectionMatrix * modelViewMatrix * gl_Vertex; gl_Position = vertex4; }