void main(void) { vec4 v = vec4(gl_Vertex); vec4 pos = gl_ModelViewMatrix * v; float LightIntensity = max(dot(normalize(vec3(0.,3.,3.) - pos.xyz), gl_Normal), 0.0); gl_FrontColor = gl_Color * LightIntensity; // v.x += 0.1 * noise1(v); v.x += (float)(0.1 * noise1(v)); gl_Position = gl_ModelViewProjectionMatrix * v; }