uniform vec4 v3c; uniform vec4 v3b; uniform vec4 v3a; uniform mat3 m3c; uniform mat3 m3b; uniform mat3 m3a; uniform mat4 mvp; void main () { gl_Position = (mvp * gl_Vertex); vec4 tmpvar_1; tmpvar_1.w = 1.0; tmpvar_1.xyz = (((m3a * (gl_Vertex.xyz - v3a.xyz)) + (m3b * (gl_Vertex.xyz - (mvp * v3b).xyz))) + (m3c * (gl_Vertex.xyz - v3c.xyz))); gl_FrontColor = tmpvar_1; }