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