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gl_TexCoord[0].stp = normalize(gl_Vertex.xyz); Is your problem, I believe you need: gl_TexCoord[0].stp = normalize(gl_Normal.xyz * gl_ModelViewMatrix); Possibly without the matrix multiplier -- I'm a bit rusty. Note that the meaning of 'normal' can be a bit confusing here -- The 'vertex normal' (gl_Normal) is a vector pointing directly 'away' from the ...

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