varying vec3 light;
varying vec3 view;

varying vec3 pos;
varying vec3 normal;
varying vec2 texCoord;

uniform mat4 modelview;
uniform mat4 projection;

void main()
{
//gl_Position = gl_Vertex;

  mat4 inv = inverse(modelview);
	gl_Position = projection * modelview * gl_Vertex;
 
  light = (vec4(-4.0, 3.0, 5.0, 1.0)).xyz;
  
  view = (inv * vec4(0.0, 0.0, 5.0, 1.0)).xyz;
  
  pos = gl_Vertex;
  normal = gl_Normal;

  texCoord = gl_MultiTexCoord0.xy;
}