varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 Normal; void main(void) { rawpos = gl_Vertex; ecPosition = gl_ModelViewMatrix * gl_Vertex; VNormal = normalize(gl_NormalMatrix * gl_Normal); Normal = normalize(gl_Normal); gl_FrontColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; }