/** * @file pointLightF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ varying vec4 vary_light; varying vec4 vary_fragcoord; void main() { //transform vertex vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; vary_fragcoord = pos; vec4 tex = gl_MultiTexCoord0; tex.w = 1.0; vary_light = gl_MultiTexCoord0; gl_Position = pos; gl_FrontColor = gl_Color; }