varying vec2 texCoord;
varying vec3 vpos;
varying vec3 lightvec;
varying vec3 normal_overhand;

void main(void)
{
	vec4 __LightPosition = vec4(5.0, 0.0, 0.0, 1.0);	

	normal_overhand = normalize(gl_NormalMatrix * gl_Normal);	
	vpos = vec3(gl_ModelViewMatrix * gl_Vertex);

	lightvec = vec3(normalize(vec3(__LightPosition) - vpos));	
	
	gl_Position= gl_ModelViewProjectionMatrix * gl_Vertex;
	gl_TexCoord[0]= gl_MultiTexCoord0;	
	gl_TexCoord[1]  = gl_MultiTexCoord1;	

	texCoord = gl_MultiTexCoord0.xy;
}