uniform mat4 Eng_ObjectMatrix;
uniform float Eng_WaterMax;


varying float height, air;

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