varying vec3 normal, lightDir; varying vec2 texCoord; void main() { vec4 ecPos; ecPos = vec4(gl_ModelViewMatrix * gl_Vertex); lightDir = normalize(vec3(gl_LightSource[0].position) - ecPos.xyz); normal = normalize(gl_NormalMatrix * gl_Normal); texCoord = vec2(gl_MultiTexCoord0); gl_Position = ftransform(); }