uniform vec3 lightPos; uniform vec3 camPos; varying vec2 texCoord; varying vec3 normal; varying vec3 lightVec; varying vec3 viewVec; void main(){ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; texCoord = gl_MultiTexCoord0.xy; normal = gl_Normal; lightVec = lightPos - gl_Vertex.xyz; viewVec = camPos - gl_Vertex.xyz; }