uniform mat4 projMatrix; uniform float time; varying vec4 position; varying vec3 color; varying vec2 texCoord; varying vec3 normal; varying vec3 lightVect; varying vec4 shadowCoord; varying vec3 position1; void main() { gl_Position = ftransform(); normal = gl_Normal; texCoord = gl_MultiTexCoord0.st; color = gl_Color.rgb; position1 = gl_Vertex.xyz; position = gl_Vertex; vec3 lightpos; lightpos.x = 2.7320508 * cos(time/50); lightpos.y = 2.7320508 * sin(time/50); lightpos.z = 1.0; shadowCoord = mul(projMatrix, gl_Vertex); position.xyz -= lightpos; lightVect = position.xyz/3.4641016; }