varying vec2 TexCoord;
varying vec4 ViewCoords, ClrDiffuse;

uniform vec3 Eng_LocalLighting;
uniform vec3 Eng_LocalCameraPos;

void main()
{
    ClrDiffuse = (max(0.0, dot(gl_Normal, Eng_LocalLighting)) * gl_LightSource[0].diffuse);
    
	TexCoord = gl_MultiTexCoord0.xy;
	gl_Position = ftransform();
	ViewCoords = gl_Position;
}
