varying vec4 Color; varying float X, Y; 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; Color = gl_Color; X = ECposition.x; Y = ECposition.y; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }