#version 330 compatibility uniform float uPigD; uniform float uPigH; out vec3 vL; out vec3 vN; out vec3 vE; const float PigW = 6.; const vec3 LightPosition = vec3( 15., 15., 15. ); void main( ) { vec4 MCvertex = gl_Vertex; float pulse = ????? float yzscale = 1. + ????? MCvertex.yz *= yzscale; vec4 ECposition = gl_ModelViewMatrix * MCvertex; // eye coordinate position vN = normalize( gl_NormalMatrix * gl_Normal ); // normal vector vL = LightPosition - ECposition.xyz; // vector from the point to the light position vE = vec3( 0., 0., 0. ) - ECposition.xyz; // vector from the point to the eye position gl_Position = gl_ModelViewProjectionMatrix * MCvertex; }