varying vec3 ViewPos;
varying vec3 up;
varying vec4 projPos;

void main()
{
  // position
  ViewPos = (gl_ModelViewMatrix * gl_Vertex).xyz;
  up = normalize( gl_NormalMatrix * vec3( 0.0, 1.0, 0.0 ) );
  projPos = gl_ModelViewProjectionMatrix * gl_Vertex;
  
  // set texture coords
  gl_TexCoord[0] = gl_MultiTexCoord0; // Color Map and normal map share coords
  
  // transform position
  gl_Position = ftransform();
}