varying vec2 texCoords;
varying vec3 vCoords;
varying vec4 test;
varying vec2 vTexCoord;
varying vec3 normal;
//varying vec4 pos;

void main (void)
{
    gl_FrontColor = gl_Color;//gl_Normal for normal map
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    //gl_TexCoord[0] = gl_MultiTexCoord0;
    //vTexCoord = (gl_ModelViewProjectionMatrix * gl_Vertex).xy;//(gl_TextureMatrix[0] * gl_Vertex).xy;
    //vCoords = (gl_ModelViewProjectionMatrix * gl_Vertex).xyz;
    //vec4 t  =  gl ModelViewMatrix * gl_Vertex;
    test = gl_ModelViewProjectionMatrix * gl_Vertex;// gl_Position.w;
    test = test / test.w;
    //test = test / test.w ; 
    //viweport transformation ?
    //normal = normalize(gl_NormalMatrix * gl_Normal.xyz);
    normal = vec3(gl_ModelViewMatrix * vec4(gl_Normal,0.0));
    //pos = gl_Vertex;

}
