uniform vec3 light1Pos; uniform vec3 light2Pos; uniform vec3 light3Pos; uniform mat4 invCamMat; varying vec3 N; varying vec3 pos; varying vec3 wpos; varying vec3 l1_pos; varying vec3 l2_pos; varying vec3 l3_pos; void main() { N = gl_NormalMatrix * gl_Normal; vec4 epos = gl_ModelViewMatrix * gl_Vertex; wpos = (invCamMat * epos).xyz; pos = epos.xyz; l1_pos = (gl_ModelViewMatrix * vec4(light1Pos,1.0)).xyz; l2_pos = (gl_ModelViewMatrix * vec4(light2Pos,1.0)).xyz; l3_pos = (gl_ModelViewMatrix * vec4(light3Pos,1.0)).xyz; gl_TexCoord[0] = gl_MultiTexCoord0; gl_FrontColor = gl_Color; gl_Position = ftransform(); }