How can I achieve per-vertex lighting (like in single/multi-texture shading) in GLSL with all of the other GLSL features (like buffer shadows, texture layers, etc.)? Bonus points if it can be done in the viewport.
I could bake the lights to v-cols but that is not realtime and I don't get any of the GLSL features (or hemi lamps for the matter) with single/multi-texture shading.