varying vec4 light_coord;
uniform mat4 light_Projection;
varying vec3 normal;

void main()
{
    gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
	gl_Position = ftransform();
	gl_FrontColor = gl_Color;
    light_coord = light_Projection * (gl_ModelViewMatrix * gl_Vertex);
    gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
	gl_FogFragCoord = gl_Position.z;
	normal = gl_NormalMatrix * gl_Normal;
}
