#version 120 varying vec4 diffuse_term; varying vec3 normal; varying vec4 ecPosition; void main() { gl_Position = ftransform(); ecPosition = gl_ModelViewMatrix * gl_Vertex; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; normal = gl_NormalMatrix * gl_Normal; diffuse_term = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse; gl_FrontColor = gl_FrontMaterial.emission + gl_FrontMaterial.ambient * (gl_LightModel.ambient + gl_LightSource[0].ambient); }