uniform float angle; varying vec3 lightVect; void main() { vec4 position = gl_Vertex; gl_Position = ftransform(); vec3 lightpos; lightpos.x = 2.7320508 * cos(angle/50); lightpos.y = 2.7320508 * sin(angle/50); lightpos.z = 1.0; position.xyz -= lightpos; lightVect = position.xyz / 3.4641016; }