varying vec4 ambientGlobal/*,ambientA[8],diffuseA[8]*/; varying vec3 normal/*,lightDirA[8],halfVectorA[8]*/; /*varying float distA[8];*/ varying vec4 pixelpos; void main() { normal = normalize(gl_NormalMatrix * gl_Normal); pixelpos = gl_ModelViewMatrix * gl_Vertex; ambientGlobal = gl_LightModel.ambient * gl_FrontMaterial.ambient; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_Position = ftransform(); }