#include webgl_header.vs uniform vec3 slabTexOffset; varying vec3 vertexM; varying float fog; varying vec2 bgTextureLookup; void main() { vec4 vertex = g_ModelViewMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; #ifdef volume_mode #endif // volume_mode gl_Position = g_ProjectionMatrix * g_ModelViewMatrix * gl_Vertex; fog = (g_Fog_end + vertex.z) * g_Fog_scale; bgTextureLookup = (gl_Position.xy/gl_Position.w) / 2.0 + 0.5; }