/** Demo of using the light pass in a deferred shading system. Vertex shader */ #version 110 attribute vec3 viewCoords; varying vec3 viewCoordsPosition; varying vec3 viewSpacePosition; void main(){ viewCoordsPosition = viewCoords; viewSpacePosition = (gl_ModelViewMatrix * gl_Vertex).xyz; // Vertex position in object space gl_Position = ftransform(); // Texture coordinates are just copied gl_TexCoord[0] = gl_MultiTexCoord0; }