uniform vec4 lightOneDirection; uniform vec4 lightTwoDirection; varying vec3 lightOneVector; varying vec3 lightTwoVector; varying vec2 textureCoordinate; varying vec3 viewVector; varying vec3 normal; void main(void) { gl_Position = ftransform(); // Compute the light vector (view space): lightOneVector = -lightOneDirection.xyz; lightTwoVector = -lightTwoDirection.xyz; // Compute view vector (view space): viewVector = -normalize( gl_Position.xyz ); textureCoordinate = vec2( gl_MultiTexCoord0 ); normal = normalize( gl_Normal * gl_NormalMatrix ); }