#version 120 uniform mat4 projectionMatrix; varying vec2 diffuseMapUV; varying float alphaPassthrough; #include "openmw_vertex.h.glsl" #include "vertexcolors.glsl" void main() { gl_Position = mw_modelToClip(gl_Vertex); if (colorMode == 2) alphaPassthrough = gl_Color.a; else alphaPassthrough = gl_FrontMaterial.diffuse.a; diffuseMapUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; }