uniform mat4 Eng_ObjectMatrix;
uniform float Eng_WaterMax;

varying float height, air;
varying vec2 TexCoord;

void main()
{
	vec4 wvert = Eng_ObjectMatrix * gl_Vertex;
	height = Eng_WaterMax - wvert.z;
	air = wvert.z - Eng_WaterMax;

	TexCoord = gl_MultiTexCoord0.xy;
	gl_Position = ftransform();
}
