varying vec3 eye,dir;

void main()
{
	gl_Position=gl_Vertex;
	eye=vec3(gl_ModelViewMatrix * vec4(0,0,/*-mix(0.2,1.,v[3])*/ -1.0,1));
	dir=normalize(vec3(gl_ModelViewMatrix*vec4(gl_Vertex.x*((1920.0) / 1080.0),gl_Vertex.yz,1))-eye);
}