varying vec4 ViewPos;
varying vec3 normal;
varying vec3 up;

void main()
{
  // position
  ViewPos = gl_ModelViewMatrix * gl_Vertex;

  // normal
  normal = normalize(gl_NormalMatrix * gl_Normal);
  up = normalize( gl_NormalMatrix * vec3( 0.0, 1.0, 0.0 ) );
    
  // set texture coords
  gl_TexCoord[0] = gl_MultiTexCoord0; // Color Map and normal map share coords
  
  // transform position
  gl_Position = ftransform();
  
  // save pos
  //ViewPos = gl_Position;
}