uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; varying vec3 vPosition; void main(void) { gl_Position = mWorldViewProj * gl_Vertex; vPosition = (mWorldViewProj * gl_Vertex).xyz; if(gl_Normal.y > 0.5) gl_FrontColor = gl_BackColor = gl_Color; else gl_FrontColor = gl_BackColor = gl_Color * 0.7; /*if(gl_Normal.y > 0.5) gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0); else gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0) * 0.7;*/ gl_TexCoord[0] = gl_MultiTexCoord0; }