#version 120 #include "openmw_vertex.h.glsl" uniform vec3 color; uniform vec3 trans; uniform vec3 scale; uniform int useNormalAsColor; uniform int useAdvancedShader = 0; centroid varying vec4 passColor; varying vec3 vertexNormal; void main() { gl_Position = mw_modelToClip( vec4(gl_Vertex.xyz * scale + trans,1)); if(useAdvancedShader == 0) { vertexNormal = vec3(1., 1., 1.); passColor = gl_Color; } else { vertexNormal = useNormalAsColor == 1 ? vec3(1., 1., 1.) : gl_Normal.xyz; vec3 colorOut = useNormalAsColor == 1 ? gl_Normal.xyz : color; passColor = vec4(colorOut, 1.); } }