// Vertex shader copies an attribute value to a varying variable so that it can // be used in the fragment shader attribute float attrib_value; varying float vary_value; void main(void) { vary_value = attrib_value; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; }