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41
42varying vec3 position, normal;
43varying vec4 specular, ambient, diffuse, lightDirection;
44
45uniform mat4 view;
46
47void main()
48{
49    gl_TexCoord[0] = gl_MultiTexCoord0;
50    gl_TexCoord[1] = gl_Vertex;
51    specular = gl_LightSource[0].specular;
52    ambient = gl_LightSource[0].ambient;
53    diffuse = gl_LightSource[0].diffuse;
54    lightDirection = view * gl_LightSource[0].position;
55
56    normal = gl_NormalMatrix * gl_Normal;
57    position = (gl_ModelViewMatrix * gl_Vertex).xyz;
58
59    gl_FrontColor = gl_Color;
60    gl_Position = ftransform();
61}
62