#version 130 /* Uniform */ uniform mat4 projection_matrix; uniform mat4 modelview_matrix; uniform vec3 camera_position; /* In */ in vec3 c_Vertex; in vec2 c_TexCoord; in vec3 c_Normal; /* Out */ out vec3 texCoord2; /* Main Program */ void main(void) { vec4 pos = modelview_matrix * vec4(c_Vertex, 1.0); gl_Position = projection_matrix * pos; vec3 view = c_Vertex.xyz - camera_position.xyz; texCoord2 = -reflect(view, c_Normal); }