// GL Shading Language version 1.0 Vertex Shader
//  Orion Sky Lawlor, olawlor@acm.org, 2005/2/10 (Public Domain)

// Program/vertex shader interface
uniform vec4 cameraLocation;

// Vertex/fragment shader interface
varying vec4 world; // World position
varying vec4 worldN; // World normal
varying vec4 albedo; // Material diffuse color
varying vec4 viewdir; // Viewer direction (to camera)

void main(void) 
{
	gl_Position = ftransform();
	
	world=gl_ModelViewMatrix * gl_Vertex;
	worldN=normalize(vec4(gl_NormalMatrix * gl_Normal,0));
	albedo=gl_Color;
	viewdir=normalize(cameraLocation-world);
}
