#version 330 compatibility out vec4 vColor; out vec3 vMCposition; out float vLightIntensity; const vec3 LIGHTPOS = vec3( 3., 5., 10. ); void main( ) { vec3 tnorm = normalize( vec3( uNormalMatrix * aNormal ) ); vec3 ECposition = vec3( uModelViewMatrix * aVertex ); vLightIntensity = abs( dot( normalize(LIGHTPOS - ECposition), tnorm ) ); vColor = aColor; vMCposition = vec3( aVertex ); gl_Position = uModelViewProjectionMatrix * aVertex; }