/*
#version 120



varying vec2 texCoord;
varying vec4 vpos; 
varying vec4 flatvpos;
varying vec4 boxpos;
varying vec4 glColor;

void main(void)
{
	
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	texCoord = gl_MultiTexCoord0.xy;
	

    vpos=gl_Position;
    flatvpos=gl_Vertex;
    glColor=gl_Color;

	boxpos=gl_ModelViewMatrix * gl_Vertex;
}
*/






#pragma optionNV unroll all
#define MAX_LIGHTS 8

//varying vec4 vpos; 

in vec3 vertexPosition;
//in vec3 vertexNormal;
in vec2 textureCoord;
//in vec3 vertexTangent;
//in float vertexTangentHandedness;

varying vec2 texCoord;
//varying vec3 vNormal;
//uniform float lightsEnabled[MAX_LIGHTS];





vec3 tmpVec;

void main(void)
{
vec4 vP;
vec4 vN;
vec4 vT;
	
	
	
	vP=vec4(vertexPosition.xyz, 1.0);
	//vN=vec4(vertexNormal.xyz, 1.0);
	//vT=vec4(vertexTangent.xyz, 1.0);
    
    gl_Position = gl_ModelViewProjectionMatrix * vec4(vP.xyz, 1.0f); 

    ///vpos=gl_ModelViewMatrix * vec4(vP.xyz, 1.0f);

    texCoord = textureCoord;
    //texCoord = vP/1000.0f;

	
	//vec3 n = normalize(gl_NormalMatrix * vec3(vN.x,vN.y,vN.z));
	//vNormal=n;
	///vec3 t = normalize(gl_NormalMatrix * vec3(vT.x,vT.y,vT.z));
	
	
	
	


	///vec3 b = cross(n, t) * vertexTangentHandedness;
    
	
	

	
	///vec3 vVertex = vec3(gl_ModelViewMatrix * vec4(vP.xyz, 1.0));
}
