uniform mat4 mWorldViewProj; uniform mat4 mWorld; uniform vec3 eyePosition; uniform float animationTimer; varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; varying vec3 lightVec; varying vec3 tsEyeVec; varying vec3 tsLightVec; const float e = 2.718281828459; const float BS = 10.0; void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = mWorldViewProj * gl_Vertex; vPosition = gl_Position.xyz; worldPosition = (mWorld * gl_Vertex).xyz; vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); lightVec = sunPosition - worldPosition; eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz; gl_FrontColor = gl_BackColor = gl_Color; }