#version 120 #include "skypasses.glsl" uniform mat4 projectionMatrix; uniform int pass; varying vec4 passColor; varying vec2 diffuseMapUV; void main() { gl_Position = projectionMatrix * (gl_ModelViewMatrix * gl_Vertex); passColor = gl_Color; if (pass == PASS_CLOUDS) diffuseMapUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; else diffuseMapUV = gl_MultiTexCoord0.xy; }