uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat3 normalMatrix; uniform vec3 directionalLightColor[ 1 ]; uniform vec3 directionalLightDirection[ 1 ]; attribute vec3 position; attribute vec3 normal; attribute vec3 color; varying vec2 mapping; varying vec3 vColor; varying float rval; varying vec3 vLight; varying vec3 center; void main() { vColor = color; vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); center = mvPosition.xyz; vec4 projPosition = projectionMatrix * mvPosition; vec4 adjust = projectionMatrix* vec4(normal,0.0); adjust.z = 0.0; adjust.w = 0.0; vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ 0 ], 0.0 ); vLight = normalize( lDirection.xyz ); mapping = normal.xy; rval = abs(normal.x); gl_Position = projPosition+adjust; }