#version 330 compatibility out float vLightIntensity; out vec3 vMCposition; uniform vec3 uLightPos; uniform float uScale; void main( ) { vec3 ECposition = vec3( uModelViewMatrix * aVertex ); vMCposition = uScale * vec3( aVertex ); vec3 tnorm = normalize( vec3( uNormalMatrix * aNormal ) ); vLightIntensity = abs( dot( normalize(uLightPos - ECposition), tnorm ) ); gl_Position = uModelViewProjectionMatrix * aVertex; }