in vec3 oc_Position; in vec3 oc_Normal; in vec2 oc_TexCoord; out vec3 vtxNormal; out vec2 texcoord; uniform mat4 projectionMatrix; uniform mat4 modelviewMatrix; #ifndef OPENCLONK #define slice(x) void main() { #endif slice(texcoord) { texcoord = oc_TexCoord; } slice(normal) { // Dummy variable, it's not used in the fragment shader. // TODO: Improve construction of shaders so this is not needed, // but it's probably optimized out anyway. Also, remove // the oc_Normal attribute which is unused. vtxNormal = vec3(0.0, 0.0, 0.0); } slice(position) { gl_Position = projectionMatrix * modelviewMatrix * vec4(oc_Position, 1.0); } #ifndef OPENCLONK } #endif