uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; uniform vec3 mLightPos; uniform vec4 mLightColor; void main(void) { gl_Position = mWorldViewProj * gl_Vertex; vec4 normal = vec4(gl_Normal, 0.0); normal = mInvWorld * normal; normal = normalize(normal); vec4 worldpos = gl_Vertex * mTransWorld; vec4 lightVector = worldpos - vec4(mLightPos,1.0); lightVector = normalize(lightVector); float tmp2 = dot(-lightVector, normal); vec4 tmp = mLightColor * tmp2; gl_FrontColor = gl_BackColor = vec4(tmp.x, tmp.y, tmp.z, 0.0); gl_TexCoord[0] = gl_MultiTexCoord0; }