my($VertexProgID) = glGenProgramsARB_p(1); # NOP Vertex shader my $VertexProg = qq {!!ARBvp1.0 TEMP vertexClip; DP4 vertexClip.x, state.matrix.mvp.row[0], vertex.position; DP4 vertexClip.y, state.matrix.mvp.row[1], vertex.position; DP4 vertexClip.z, state.matrix.mvp.row[2], vertex.position; DP4 vertexClip.w, state.matrix.mvp.row[3], vertex.position; MOV result.position, vertexClip; MOV result.color, vertex.color; MOV result.texcoord[0], vertex.texcoord; END }; glBindProgramARB(GL_VERTEX_PROGRAM_ARB, $VertexProgID); glProgramStringARB_p(GL_VERTEX_PROGRAM_ARB, $VertexProg); #my $vprog = glGetProgramStringARB_p(GL_VERTEX_PROGRAM_ARB); #print "Vertex Prog: '$vprog'\n";