fixed bugs, added debug shaders, drawing a dungeon wall segment for testing
[vrlugburz] / sdr / foo.v.glsl
1 attribute vec3 apos;
2 attribute vec3 anorm;
3
4 varying vec3 vnorm;
5
6 void main()
7 {
8         gl_Position = gl_ModelViewProjectionMatrix * vec4(apos, 1.0);
9         vnorm = gl_NormalMatrix * anorm;
10 }