uniform vec4 u_amb; uniform vec4 u_emiss; #define surfEmissive (u_surfProps.w) VSIN(ATTRIB_POS) vec3 in_pos; VSOUT vec4 v_color; VSOUT vec2 v_tex0; VSOUT float v_fog; void main(void) { vec4 Vertex = u_world * vec4(in_pos, 1.0); gl_Position = u_proj * u_view * Vertex; vec3 Normal = mat3(u_world) * in_normal; v_tex0 = in_tex0; v_color = in_color; v_color.rgb *= u_amb.rgb; v_color.rgb += u_emiss.rgb*surfEmissive; v_color = clamp(v_color, 0.0, 1.0); v_color.a *= u_matColor.a; v_fog = DoFog(gl_Position.w); }