shader vertex v is parameter mm_modelview : matrix_4x4f; parameter mm_projection : matrix_4x4f; parameter mm_normal : matrix_3x3f; in position : vector_4f; in normal : vector_3f; out vertex r_position : vector_4f; out r_normal : vector_3f; with value p_result = M4.multiply_vector (M4.multiply (mm_projection, mm_modelview), position); value n_result = M3.multiply_vector (mm_normal, normal); as out r_position = p_result; out r_normal = n_result; end;