varying vec3 normal; varying vec4 vertex_color; varying vec3 lightdir2; uniform vec3 lightdir; void main() { gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1] = gl_MultiTexCoord1; gl_Position = ftransform(); vertex_color = gl_Color; //normal = normalize(gl_NormalMatrix * gl_Normal); normal = normalize(gl_Normal); lightdir2 = normalize(lightdir); }