varying vec2 Texcoord;

varying vec3 Normal;
varying vec3 LightDirection;

uniform vec3 fvLightPosition;

void main(void)
{
   gl_Position = ftransform();
   
   Texcoord = gl_MultiTexCoord0.xy;
   
   vec4 objectPosition = gl_ModelViewMatrix * gl_Vertex;
   
   LightDirection = (gl_ModelViewMatrix * vec4(fvLightPosition, 1.0)).xyz - objectPosition.xyz; 
   Normal = gl_NormalMatrix * gl_Normal;
}