varying vec3 WorldNormal;
varying vec4 projPos;

void main()
{
  // World norm
  WorldNormal = gl_Normal;
  
  // Position
  projPos = ftransform();

  // set texture coords
  gl_TexCoord[0] = gl_MultiTexCoord0; // Color Map and normal map share coords
  gl_TexCoord[1] = 0.01 * gl_Vertex;

  // transform position
  gl_Position = projPos;
}