varying float X, Y; varying vec3 MCposition; varying float LightIntensity; void main( void ) { 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; MCposition = vec3( gl_Vertex ); X = MCposition.x; Y = MCposition.y; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }