#version 130 precision highp float; uniform struct { vec4 Position; float InverseRadius; } Light; uniform mat4 ModelviewProjection; in vec3 Position; out vec3 lightVector; void main() { vec4 position = vec4(Position, 1.0); lightVector = Light.InverseRadius * (Light.Position - position).xyz; gl_Position = ModelviewProjection * position; }