
uniform mat4 mViewMatrix;
uniform mat4 mProjectionMatrix;

void main()
{
	// default vertex transformation
	mat4 viewProjection =  mProjectionMatrix * mViewMatrix;
	gl_Position = viewProjection * gl_Vertex;

	
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_TexCoord[1] = gl_Vertex;
}