1 varying vec3 vpos, vdir, normal;
3 varying vec4 shadow_tc;
7 uniform mat4 envmap_matrix;
12 gl_Position = ftransform();
14 vpos = (gl_ModelViewMatrix * gl_Vertex).xyz;
15 normal = gl_NormalMatrix * gl_Normal;
18 wdir = (envmap_matrix * vec4(vdir, 1.0)).xyz; // bring back to world space
21 gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
25 mat4 offmat = mat4(0.5, 0.0, 0.0, 0.0,
29 mat4 tex_matrix = offmat * gl_TextureMatrix[1];
31 shadow_tc = tex_matrix * vec4(vpos, 1.0);