#version 130 uniform mat4 proj; uniform mat4 tran; uniform mat4 cam; uniform mat4 rot; in vec3 position; in vec3 vnormal; in vec3 texcoord; varying vec4 fragpos; varying vec4 fragnormal; // if this needs to not be blended jsut have all vertexes in a poly be the same varying vec2 fragtexcoord; void main() { //this is the actual position gl_Position = proj * cam * tran * vec4(position, 1.0f);// - vec4(gl_Normal, 1.0f); fragpos = tran * vec4(position, 1.0f); fragnormal = (tran * vec4(vnormal, 1.0f)) - (tran * vec4(0.0, 0.0, 0.0, 1.0)); fragtexcoord = texcoord.xy; }