uniform sampler2D normals; uniform mat4 mvp_mat; attribute vec4 vcolor; attribute vec3 stn; attribute vec3 vertex; varying vec3 normal; varying vec2 st; varying vec4 color; void main (void) { float nind; vec3 norma, normb; gl_Position = mvp_mat * vec4 (vertex, 1.0); st = stn.st; nind = stn.p; norma = texture2D (normals, vec2 (nind, 0.0)); normb = texture2D (normals, vec2 (nind, 1.0)); normal = norma + normb / 256.0; color = vcolor; }