uniform mat4 ViewWorld;
uniform mat4 ProjViewWorld;

varying float ViewDepth;
varying vec4 Color;
varying vec2 TexCoord;

void main()
{
	ViewDepth = (ViewWorld * gl_Vertex).z;
	Color = gl_Color;
	TexCoord = gl_MultiTexCoord0.xy;
	gl_Position = ProjViewWorld * gl_Vertex;
}
