/**
 * \file Lighting.vert
 */
varying vec3 normal;
varying vec3 vertex;

void main()
{
    // Calculate the normal
    normal = normalize(gl_NormalMatrix * gl_Normal);
   
    // Transform the vertex position to eye space
    vertex = vec3(gl_ModelViewMatrix * gl_Vertex);
       
    gl_Position = ftransform();
	gl_TexCoord[0] = gl_MultiTexCoord0;
}
