varying vec3 normal; varying vec3 lightdir; void main() { gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; normal = gl_NormalMatrix * gl_Normal; vec4 newpos = ftransform(); gl_Position = newpos; lightdir = normalize(vec3(gl_LightSource[0].position) - vec3(gl_ModelViewMatrix * gl_Vertex)); }