#version 120
//#extension GL_EXT_gpu_shader4 : require

#pragma optimize(on)

//all these are in eye-space
//varying vec3 normal;
//varying vec4 position;
//varying vec2 texCoord;

//varying float depth;

void main(void) {
	gl_Position = ftransform();//gl_ModelViewProjectionMatrix * gl_Vertex;
  /*
	position = gl_ModelViewMatrix * gl_Vertex;

	//transform tangents and normal
	normal = gl_NormalMatrix * gl_Normal;

	texCoord = gl_MultiTexCoord0.st;
	*/
}
