#version 120 varying vec3 vertex; varying vec3 normal; varying vec3 relVec; void main() { normal = gl_Normal; vertex = gl_Vertex.xyz; vec3 ep = (gl_ModelViewMatrixInverse * vec4 (0.0, 0.0, 0.0, 1.0)).xyz; relVec = vertex - ep; gl_Position = ftransform(); }