// Copyright 2011 Riccardo Monica

#version 120

varying vec3 veyeposition;
varying vec3 vnormal;

varying vec3 oPosition;

void main()
  {
  vnormal = gl_NormalMatrix * gl_Normal;
  
  oPosition = gl_Vertex.xyz / gl_Vertex.w;
  
  vec4 rp = gl_ModelViewMatrix * gl_Vertex;                              
  veyeposition = rp.xyz / rp.w;
  
  gl_FrontColor = gl_Color;
  gl_BackColor = vec4(0.0,0.0,0.0,1.0);
  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
  }
