varying vec3 Normal; varying vec3 LightVector; varying vec3 CameraVector; varying vec2 Texcoord; void main(void) { gl_Position = ftransform(); Texcoord = gl_MultiTexCoord0.xy; Normal = normalize(gl_NormalMatrix * gl_Normal); vec3 p = (gl_ModelViewMatrix * gl_Vertex).xyz; LightVector = normalize(gl_LightSource[0].position.xyz - p); CameraVector = normalize(p); }