#version 120 uniform mat4 p3d_ProjectionMatrixInverse; uniform mat4 p3d_ModelViewMatrix; attribute vec4 p3d_Vertex; varying vec3 v_texcoord; void main() { mat3 inv_view = transpose(mat3(p3d_ModelViewMatrix)); v_texcoord = inv_view * (p3d_ProjectionMatrixInverse * p3d_Vertex).xyz; gl_Position = p3d_Vertex; }