#version 140 precision highp float; in vec4 vertex; in vec3 normal; in vec2 texture; uniform mat4 c3d_mtxProjectionModelView; uniform mat4 c3d_mtxModelView; uniform mat3 c3d_mtxNormal; out vec2 vtx_texture; out vec3 vtx_normal; out vec3 vtx_vertex; out mat4 vtx_mtxModelView; void main() { vtx_mtxModelView = c3d_mtxModelView; vtx_normal = c3d_mtxNormal * normal; vtx_vertex = (vtx_mtxModelView * vertex).xyz; vtx_texture = texture.xy; gl_Position = c3d_mtxProjectionModelView * vertex; }