uniform mat4 Eng_ObjectMatrix;
uniform float Eng_WaterMax;

varying float height, air;
varying vec2 TexCoord0, TexCoord1;

void main()
{		 	
	TexCoord0 = gl_MultiTexCoord0.xy;
	TexCoord1 = gl_MultiTexCoord1.xy;
 	vec4 wvert = Eng_ObjectMatrix * gl_Vertex;
 	
	height = Eng_WaterMax - wvert.z;
	air = wvert.z - Eng_WaterMax;
			 	
 	gl_Position = ftransform();
}
