// -*-C++-*-
#version 120

varying vec3 vertex;
varying vec3 viewDir;

void main() {

  vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);

  vertex = gl_Vertex.xyz;
  viewDir = normalize(vertex - ep.xyz);

  gl_Position = ftransform();
  gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;

  gl_FrontColor = vec4 (1.0,1.0,1.0,1.0);
  gl_BackColor = gl_FrontColor;
}
