#version 330 compatibility
out vec4 vColor;
out float vLightIntensity;
out vec2 vST;
out vec3 vXYZ;
void main( )
{
vST = gl_MultiTexCoord0.st;
vXYZ = gl_Vertex.xyz;
vec3 tnorm = normalize( gl_NormalMatrix * gl_Normal );
vec3 LightPos = vec3( 5., 10., 10. );
vec3 ECposition = vec3( gl_ModelViewMatrix * gl_Vertex );
vLightIntensity = abs( dot( normalize(LightPos – ECposition), tnorm ) );
if( vLightIntensity < 0.2 )
vLightIntensity = 0.2;
vColor = gl_Color;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}