void default_scatter(vec3 viewVec, vec3 lightDir); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); vec2 getScatterCoord(vec3 viewVec, vec3 lightDir); attribute vec4 materialColor; void main() { gl_TexCoord[0] = gl_MultiTexCoord0; vec4 pos; vec3 norm; mat4 trans = getSkinnedTransform(); pos.x = dot(trans[0], gl_Vertex); pos.y = dot(trans[1], gl_Vertex); pos.z = dot(trans[2], gl_Vertex); pos.w = 1.0; norm.x = dot(trans[0].xyz, gl_Normal); norm.y = dot(trans[1].xyz, gl_Normal); norm.z = dot(trans[2].xyz, gl_Normal); norm = normalize(norm); gl_Position = gl_ProjectionMatrix * pos; //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; default_scatter(pos.xyz, gl_LightSource[0].position.xyz); vec4 color = calcLighting(pos.xyz, norm, materialColor, gl_Color); gl_FrontColor = color; }