void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; mat3 m = mat3 (0.1, 0.8, 0.1, 0.3, 0.3, 0.5, 0.9, 0.0, 0.1); vec3 n = m * gl_Normal; gl_FrontColor = vec4(n*0.5+0.5, 1.0); }