I need to be able to modify vertex coordinates accordingly to a transformation matrix, but I have per-vertex lighting, so I am not sure, that my approach is correct for normals:
#version 120
uniform mat4 transformationMatrix;
void main() {
vec3 normal, lightDir;
vec4 diffuse, ambient, globalAmbient;
float NdotL;
// Transformation part
normal = gl_NormalMatrix * gl_Normal * transpose(mat3(transformationMatrix));
gl_Position = gl_ModelViewProjectionMatrix * transformationMatrix * gl_Vertex;
// Calculate color
lightDir = normalize(vec3(gl_LightSource[0].position));
NdotL = max(abs(dot(normal, lightDir)), 0.0);
diffuse = gl_Color * gl_LightSource[0].diffuse;
ambient = gl_Color * gl_LightSource[0].ambient;
globalAmbient = gl_LightModel.ambient * gl_Color;
gl_FrontColor = NdotL * diffuse + globalAmbient + ambient;
}
I perform all transformations in lines 8-9. Could You comment whether it is correct way or not?