varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 Normal; varying vec3 lightVec; void main(void) { rawpos = gl_Vertex; ecPosition = gl_ModelViewMatrix * gl_Vertex; VNormal = normalize(gl_NormalMatrix * gl_Normal); Normal = normalize(gl_Normal); lightVec = normalize(gl_LightSource[0].position.xyz/* - ecPosition*/); gl_Position = ftransform(); }