varying vec3 normal;   // vertex normal in eye space.
varying vec3 position; // vertex position in eye space.
varying vec3 nor;
varying vec3 vertex;
varying vec4 v_position;


void main( void )
{
	gl_Position = ftransform();
 	v_position=(gl_ModelViewProjectionMatrix*gl_Vertex)/vec4(10);
	gl_TexCoord[0] = gl_MultiTexCoord0;

	normal = gl_NormalMatrix * gl_Normal;
	nor=gl_Normal;
	position = ( gl_Vertex ).xyz;
	vertex=gl_Vertex.xyz;
	gl_FrontColor  = gl_Color;

}


