#version 110 varying vec3 vertColour; varying vec3 vertNormal; varying vec2 texCoords; uniform mat4 transform; uniform float DepthBias; uniform vec2 UVScale; void main() { vec4 position = vec4(gl_Vertex.xyz, 1); vec4 normal = vec4(gl_Normal.xyz, 0); texCoords = gl_MultiTexCoord0.st * UVScale.xy; vertNormal = (transform * normal).xyz; vertColour = vec3(1,1,1); vec4 o = gl_ModelViewProjectionMatrix * transform * position; o.z -= DepthBias; gl_Position = o; }