varying vec3 N; varying vec3 P; varying vec3 V; varying vec3 L; varying vec2 T; void main() { N = normalize(gl_NormalMatrix*gl_Normal); P = gl_Vertex.xyz; V = -vec3(gl_ModelViewMatrix*gl_Vertex); vec4 LightPos = gl_LightSource[1].position; L = vec3(gl_ModelViewMatrix*(LightPos-gl_Vertex)); T = gl_MultiTexCoord0.xy; gl_Position = ftransform(); }