varying vec3 nor; uniform mat4 invtworldm; void main() { nor = (invtworldm * vec4(gl_Normal, 0.0)).xyz; nor = normalize(nor); nor = nor * 0.5 + 0.5; gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1] = gl_MultiTexCoord1; gl_Position = ftransform(); gl_FrontColor = gl_Color; }