/************************************************************* GLSL Demo - 2D texturing plus phong lighting vertex shader (c) 2005 Antoine Bouthors, EVASION *************************************************************/ varying vec3 normal; varying vec3 lightDir; void main() { vec4 pos = gl_ModelViewMatrix * gl_Vertex; vec3 lightpos = gl_LightSource[0].position.xyz; lightDir = lightpos - pos.xyz; normal = gl_NormalMatrix * gl_Normal; gl_TexCoord[0].xy = gl_MultiTexCoord0.xy; gl_Position = ftransform(); }