varying vec4 Color; varying float LightIntensity; varying vec3 nnormal; void main() { // nnormal = gl_Vertex.xyz; nnormal = normalize( gl_Normal ); vec3 tnorm = normalize( gl_NormalMatrix * gl_Normal ); vec3 LightPos = vec3( 5., 10., 10. ); vec3 ECposition = vec3( gl_ModelViewMatrix * gl_Vertex ); LightIntensity = 1.5 * abs( dot( normalize(LightPos - ECposition), tnorm ) ); if( LightIntensity < 0.2 ) LightIntensity = 0.2; Color = gl_Color; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }