varying vec3 normal, pos; void main() { vec3 vert = gl_Vertex.xyz; vert += normalize(vert) * 0.02 + gl_Normal.xyz * (0.03 * (2.0 - length(vert))); normal = (gl_NormalMatrix * gl_Normal).xyz; vec4 tVert = gl_ModelViewProjectionMatrix * vec4(vert, 1.0); pos = tVert.xyz; gl_Position = tVert; gl_FrontColor = gl_Color; gl_BackColor = gl_Color; }