uniform mat4 Proj,View,World;
uniform vec3 LightPos,LightPos2;
varying vec3 norms;
varying vec4 verts;
void main()
{
	norms = gl_Normal;
	verts = gl_Vertex;
	tCoords = gl_MultiTexCoord0.xy;
	lightPos = LightPos;
	lightPos2 = LightPos2;
	worldPosition = World * gl_Vertex;
	worldPos = worldPosition.xyz;
	viewPosition = View * worldPosition;
	eyevec = viewPosition.xyz;
	gl_Position = Proj * viewPosition;
}