
//varying vec4 diffuse,ambient;
varying vec3 lightDir,halfVector;
	
void main()
{	
	/* first transform the normal into eye space and 
	normalize the result */
	//normal = normalize(gl_NormalMatrix * gl_Normal);
		
	/* now normalize the light's direction. Note that 
	according to the OpenGL specification, the light 
	is stored in eye space. Also since we're talking about 
	a directional light, the position field is actually direction */
	lightDir = normalize(vec3(gl_LightSource[0].position));
	
	/* Normalize the halfVector to pass it to the fragment shader */
	halfVector = normalize(gl_LightSource[0].halfVector.xyz);
					
	/* Compute the diffuse, ambient and globalAmbient terms */
	//diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
	//ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
	//ambient += gl_LightModel.ambient * gl_FrontMaterial.ambient;
	
	gl_TexCoord[0] = gl_MultiTexCoord0;

	gl_Position = ftransform();
} 
