varying vec3 normal;
varying vec2 texCoords;

void main (void)
{
    gl_FrontColor = gl_Color;//gl_Normal for normal map
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    normal = vec3(gl_ModelViewMatrix * vec4(gl_Normal,0.0));
    texCoords = gl_MultiTexCoord0.xy;
}
