It sounds stupid, but I would like to know if anyone have the vertex, geometry and fragment codes that would implement exactly the standard OpenGL pipeline (T&L). I am looking something similar to ftransform() function for all shaders, not only vertex transform. I found a link ( aras’ page ), but I am looking for GLSL.
It is not maintained anymore and as far as I know geometry shaders are not supported. Then again… there is no thing as “geometry shader” in standard OpenGL pipeline.