/* shared vertex/fragment code */
uniform vec3 camera; // world coordinates of camera
varying vec4 myColor;
varying vec3 location; // world coordinates of our pixel
/* vertex program */
void main(void) {
	myColor = gl_Color;
	/* Include everything in onscreen position */
	gl_Position=gl_ModelViewProjectionMatrix*gl_Vertex;
	/* Don't project, but do modelview transforms */
	location=vec3(gl_ModelViewMatrix*gl_Vertex);
}
