#version 330 compatibility out vec4 vColor; out float vLightIntensity; out vec2 vST; out vec3 vXYZ; void main( ) { vST = gl_MultiTexCoord0.st; vXYZ = gl_Vertex.xyz; vec3 tnorm = normalize( gl_NormalMatrix * gl_Normal ); vec3 LightPos = vec3( 5., 10., 10. ); vec3 ECposition = vec3( gl_ModelViewMatrix * gl_Vertex ); vLightIntensity = abs( dot( normalize(LightPos - ECposition), tnorm ) ); if( vLightIntensity < 0.2 ) vLightIntensity = 0.2; vColor = gl_Color; if( gl_ProjectionMatrix[2][3] == 0. ) vColor = vec4( 1., .5, 0., 1. ); gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }