uniform mat4 projection; uniform mat4 modelview; varying float lum; void main() { vec3 light = normalize(vec3(-1.0, -1.0, 0.0)); vec3 norm = normalize(gl_Normal); lum = -dot(light, gl_Normal) + 0.20; if(lum <= 0.20) { lum = 0.20; } lum *= 0.80; gl_Position = projection * modelview * gl_Vertex; //gl_TexCoord[0] = gl_MultiTexCoord0; }