#version 110 varying vec3 eye_position; varying vec3 eye_normal; //// world z component of the normal used to darken the lower side of the toolpaths //varying float world_normal_z; void main() { eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz; eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0); // eye_normal = gl_NormalMatrix * gl_Normal; // world_normal_z = gl_Normal.z; gl_Position = ftransform(); gl_PointSize = 15.0; }