uniform float uvScale = 1.0f; void main() { vec4 eyeSpacePos = gl_ModelViewMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0*uvScale; gl_TexCoord[1] = eyeSpacePos; gl_FrontColor = gl_Color; gl_Position = gl_ProjectionMatrix*eyeSpacePos; gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * vec4(gl_Normal.xyz,0.0); gl_TexCoord[3].xyz = gl_Vertex.xyz; gl_TexCoord[4].xyz = gl_Normal.xyz; gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f); }