#version 120 varying vec3 normal, light_pos; varying float y; void main() { normal = gl_Normal; light_pos = vec3(0, 1, 0); y = gl_Vertex.y; gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } /* vim: set syn=glsl: */