varying vec3 ECpos; varying vec4 Color; varying float LightIntensity; void main( void ) { const vec3 LightPos = vec3( 0., 0., 10. ); ECpos = vec3( gl_ModelViewMatrix * gl_Vertex ); vec3 tnorm = normalize( vec3( gl_NormalMatrix * gl_Normal ) ); ECpos = vec3( gl_ModelViewMatrix * gl_Vertex ); LightIntensity = dot( normalize(LightPos - ECpos), tnorm ); LightIntensity = abs( LightIntensity ); LightIntensity = .5 * LightIntensity; Color = gl_Color; gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }