#version 150 uniform mat4 worldViewProj; uniform vec3 eyePosition; in vec4 position; in vec4 normal; out vec2 NDotV; void main() { vec4 eyeDir = vec4(eyePosition - position.xyz, 0.0); eyeDir = normalize(eyeDir); gl_Position = worldViewProj * position; NDotV = vec2(clamp( dot( normal, eyeDir ), 0.0, 1.0 )); }