varying vec3 vNormal; varying vec4 dest_color; varying vec4 vFrontColor; void main(void) { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; gl_FrontColor = gl_Color; vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; vec3 ecPosition3 = vec3(ecPosition) / ecPosition.w; gl_FogFragCoord = length(ecPosition3); vNormal = normalize(gl_NormalMatrix * gl_Normal); vFrontColor = gl_FrontMaterial.specular; }