varying vec3 normal;
varying vec3 v;
varying vec3 Light_Pos[8];
varying vec4 Light_Ambient[8];
varying vec4 Light_Specular[8];
varying vec4 Light_Diffuse[8];
varying float Light_ConstantAttenuation[8];
varying float Light_LinearAttenuation[8];
varying float Light_QuadraticAttenuation[8];
void main(void)
{
for (int i=0;i<=7;i++)
{
Light_Pos[i] = gl_LightSource[i].position.xyz;
Light_Ambient[i] = gl_LightSource[i].ambient;
Light_Specular[i] = gl_LightSource[i].specular;
Light_Diffuse[i] = gl_LightSource[i].diffuse;
Light_ConstantAttenuation[i] = gl_LightSource[i].constantAttenuation;
Light_LinearAttenuation[i] = gl_LightSource[i].linearAttenuation;
Light_QuadraticAttenuation[i] = gl_LightSource[i].quadraticAttenuation;
}
normal = gl_NormalMatrix * gl_Normal;
v = vec3(gl_ModelViewMatrix * gl_Vertex);
gl_FrontColor = gl_Color;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
}