// ShaderRadiancePerVertex::vertexShaderInterpText ATTRIBUTE vec3 VertexPosition; ATTRIBUTE vec3 VertexNormal; ATTRIBUTE ivec2 VertexParam; uniform mat4 ModelViewProjectionMatrix ; VARYING_VERT vec3 vnorm; VARYING_VERT vec3 vpos; VARYING_VERT ivec2 vtexcoord ; INVARIANT_POS; void main () { vpos = VertexPosition; vnorm = VertexNormal; vtexcoord = VertexParam; gl_Position = ModelViewProjectionMatrix * vec4 (VertexPosition, 1.0); }