So I have an opengl program that draws a group on objects. When I draw these objects I want to use my shader program is a vertex shader and a vertex shader exclusively. Basically, I am aiming to adjust the height of the model inside the vertex shader depending on a texture calculation. And that is it. Otherwise I want the object to be drawn as if using naked openGL (no shaders). I do not want to implement a fragment shader.
However I haven't been able to find how to make it so I can have a shader program with only a vertex shader and nothing else. Forgetting the part about adjust my model's height, so far I have:
gl_FrontColor = gl_Color;
gl_Position = modelViewProjectionMain * Position;
It transforms the object to the correct position alright, however when I do this I loose texture coordinates and also lighting information (normals are lost). What am I missing? How do I write a "do-nothing" vertex shader? That is, a vertex shader you could turn off and on when drawing a textured .obj with normals, and there would be no difference?
gl_Position = ftransform ();. Of course that is deprecated, but your question leads me to believe that does not matter. - Andon M. Coleman