varying float LightIntensity; varying vec3 MCposition; uniform vec3 LightPos; void main() { vec3 ECposition = vec3(gl_ModelViewMatrix * gl_Vertex); MCposition = vec3(gl_Vertex); vec3 tnorm = normalize( gl_NormalMatrix * gl_Normal ); LightIntensity = abs( dot(normalize(LightPos - ECposition), tnorm) ); LightIntensity *= 1.5; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }