varying vec3 normal;
varying vec3 v;
varying vec3 lightvec;
varying mat3 normalMatrix;

void main()
{
	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
	normalMatrix = gl_NormalMatrix;
	
	gl_Position = ftransform();
	v = vec3(gl_ModelViewMatrix*gl_Vertex);
	lightvec = normalize(gl_LightSource[0].position.xyz - v);
	
	
}
