
    #version 120 

    #extension GL_EXT_bindable_uniform : enable 

    #extension GL_EXT_gpu_shader4 : enable 
#define tex2D texture2D



varying vec3 normal;
varying vec4 normalB;
varying vec2 texture_coordinate_1; 
//varying vec3 vertex_to_light_vector;
varying vec3 position;
				uniform float PosY;
varying vec4 projection_position;

uniform mat4 ProjectionMatrix;

varying vec4 ShadowPosZ;
varying vec4 Color;
				uniform sampler2D texture2d_1;
uniform float ttime;

varying vec4 positionProj;

void main()
{

float time=ttime*0.5;

vec4 glVertex= gl_Vertex;

position=gl_Vertex.xyz;
glVertex= gl_TextureMatrix[0] * glVertex;
gl_Position =  glVertex;
normal=gl_Normal;
normalB=  gl_ModelViewProjectionMatrix * gl_TextureMatrix[0]*gl_Normal.xyzz;
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
positionProj=gl_Position;

	//gl_PointSize =40.0/gl_Position.w;

}











