#version 110 varying vec3 vertColour; varying vec3 vertNormal; varying vec2 texCoords; varying vec2 texCoords1; uniform mat4 transform; void main() { vec4 position = vec4(gl_Vertex.xyz, 1); vec4 normal = vec4(gl_Normal.xyz, 0); texCoords = gl_MultiTexCoord0.st; texCoords1 = gl_MultiTexCoord1.st; vertNormal = (transform * normal).xyz; vertColour = vec3(1,1,1); gl_Position = gl_ModelViewProjectionMatrix * transform * position; }