varying vec3 normals;
varying vec4 position;
varying vec4 ShadowCoord;

varying vec3 lightDir, eyeVec;

void main()
{
    ShadowCoord = gl_TextureMatrix[7] * gl_Vertex;

	position = gl_ModelViewMatrix * gl_Vertex;
	normals = gl_NormalMatrix * gl_Normal;

	lightDir = vec3(gl_LightSource[0].position.xyz - position.xyz);
	eyeVec = -position.xyz;

	gl_Position = ftransform();
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_FrontColor = gl_Color;
}