uniform mat4 envmap_matrix; varying vec3 vdir, ldir[3], normal; varying vec4 shadow_tc; varying vec3 wdir; void main() { gl_Position = ftransform(); vec3 vpos = (gl_ModelViewMatrix * gl_Vertex).xyz; normal = gl_NormalMatrix * gl_Normal; vdir = -vpos; wdir = (envmap_matrix * vec4(vdir, 1.0)).xyz; // bring back to world space ldir[0] = gl_LightSource[0].position.xyz - vpos; ldir[1] = gl_LightSource[1].position.xyz - vpos; ldir[2] = gl_LightSource[2].position.xyz - vpos; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; mat4 offmat = mat4(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0); mat4 tex_matrix = offmat * gl_TextureMatrix[1]; shadow_tc = tex_matrix * vec4(vpos, 1.0); }