- varying vec3 normal;
- varying vec3 v;
- varying vec3 lightvec;
- void main(void)
- {
- vec4 Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_Position = Position;
- normal = normalize(gl_NormalMatrix * gl_Normal);
- v = vec3(Position);
- lightvec = normalize(vec3(gl_LightSource[0].position) - v);
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_MultiTexCoord1;
- }