#version 120 varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 Normal; varying vec4 constantColor; void setupShadows(vec4 eyeSpacePos); void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; rawpos = gl_Vertex; ecPosition = gl_ModelViewMatrix * gl_Vertex; VNormal = normalize(gl_NormalMatrix * gl_Normal); Normal = normalize(gl_Normal); gl_FrontColor = gl_Color; constantColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); gl_Position = ftransform(); setupShadows(ecPosition); }