varying vec3 eyePos;
varying vec4 projPos;
varying vec3 normal;

void main()
{
  // eye position
  eyePos = ( gl_ModelViewMatrix * gl_Position ).xyz;
  
  // view projection
  gl_Position = ftransform();
  projPos = gl_Position;
  
  // texture coords
	gl_TexCoord[0] = gl_MultiTexCoord0;
	
	// normal
	normal = gl_NormalMatrix * gl_Normal;
	
	// tangent space basis
	//vec3 ModelTangent  = gl_MultiTexCoord1.xyz;
  //vec3 ModelBiNormal = gl_MultiTexCoord2.xyz;
}