varying vec4 diffuse, ambientGlobal, ambient; varying vec3 normal, pos; /*varying vec3 normal, lightVector, reflectVector, eyeVector;*/ void main() { normal = normalize(gl_NormalMatrix * gl_Normal); pos = vec3(gl_ModelViewMatrix * gl_Vertex); /*lightVector = vec3(gl_LightSource[0].position - ecPos); reflectVector = normalize(reflect(-lightVector, normal)); eyeVector = vec3(-ecPos);*/ /* Compute the diffuse, ambient and globalAmbient terms */ diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse; /* The ambient terms have been separated since one of them */ /* suffers attenuation */ ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient; ambientGlobal = gl_LightModel.ambient * gl_FrontMaterial.ambient; gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); }