#version 110 varying vec2 texCoords; uniform mat4 transform; void main() { vec4 position = vec4(gl_Vertex.xyz, 1); vec4 normal = vec4(gl_Normal.xyz, 0); texCoords = gl_MultiTexCoord0.st; vec4 o = gl_ModelViewProjectionMatrix * transform * position; // o.z -= DepthBias; gl_Position = o; }