// Copyright 2011 Riccardo Monica

#version 120

vec4 ApplyLight(in vec4 oColor, in vec3 relativepos, in vec3 normal,in int lightIndex);

void main()
  {
  vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
  vec4 rp = gl_ModelViewMatrix * gl_Vertex;
  rp /= rp.w;
  gl_FrontColor = ApplyLight(gl_Color,rp.xyz,normal,0);
  
  gl_BackColor = vec4(0.0,0.0,0.0,1.0);
  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
