varying vec2 pos;
varying vec3 eye,light;
uniform mat4 modelview;
uniform mat4 projection;

void main(void)
{
	gl_Position=gl_Vertex;
	pos = gl_Vertex.xy;

	eye=vec3(projection * modelview * vec4(0,0,1.0,1));
	//light=vec3(  projection * modelview * vec4(-0.2,0.5,1.0,1)  );
  //light = vec3(14,-1,-12);
  light = vec3(-0.1, 0.05, 1.0);
  
	gl_TexCoord[0] = gl_MultiTexCoord0;
}
