//We need this shader to pass the vertex color to the frag shader varying vec4 vertexColor; varying vec4 texCoords; void main(void) { vec4 position = vec4(gl_Vertex.xyz + gl_Normal * 0.125, 1.0); gl_Position = gl_ModelViewProjectionMatrix * position; texCoords = gl_MultiTexCoord0; vertexColor = gl_Color; }