varying vec4 Color; varying float LightIntensity; void main() { vec3 tnorm = normalize( vec3( gl_NormalMatrix * gl_Normal ) ); vec3 LightPos = vec3( 0., 0., 10. ); vec3 ECposition = vec3( gl_ModelViewMatrix * gl_Vertex ); LightIntensity = dot( normalize(LightPos - ECposition), tnorm ); LightIntensity = abs( LightIntensity ); LightIntensity *= 1.5; gl_TexCoord[0] = gl_MultiTexCoord0; Color = gl_Color; gl_Position = ftransform(); // same as "gl_ModelViewProjectionMatrix * gl_Vertex" }