    #version 120 
    #extension GL_EXT_bindable_uniform : enable 
    #extension GL_EXT_gpu_shader4 : enable 
#define tex2D texture2D
uniform mat4 ProjectionMatrix;


varying vec3 normal;
uniform float PosY;
uniform float ttime;

varying vec4 projection_position;

varying vec4 ShadowPosZ;
varying vec4 Color;
uniform sampler2D texture2d_1;
varying vec2 UVcoordinates;

varying vec4 projection_from_camera;


void main()
{
mat4 Billboard;



vec4 glVertex= gl_Vertex;
vec2 TheUV;


// Object transf
glVertex= gl_TextureMatrix[0] * glVertex;



// interpolant based on vertex
///float ffup=PosY-(gl_Vertex.y)*0.1;
///ffup=clamp (ffup,0.0,1.0);


// vertex transformations
///{ 
///vec2 TheUV1=gl_Vertex.yz*0.0002+vec2 (PosY)*PosY*0.0001;
///glVertex.x-=abs(ffup*(tex2D (texture2d_1,TheUV1).x-0.41)*15.0);
///}


// scale / vectorize normals

///	vec3 normalB=normalize (gl_Normal);
///float nx=normalB.x; float ny=normalB.y; float nz=normalB.z;
///for (int r=0;r<4;r++) { 
///if (nx>0.0) nx=nx*nx; else nx=-nx*nx;
///if (ny>0.0) ny=ny*ny; else ny=-ny*ny;
///if (nz>0.0) nz=nz*nz; else nz=-nz*nz ;
///}
///normalB=vec3 (nx,ny,nz);





projection_position=glVertex;
gl_Position =  glVertex;


// texture coordinates
UVcoordinates=gl_Position.yz*0.2;
///UVcoordinates = vec2(gl_MultiTexCoord0);

// discretize vertices
///{ 
///gl_Position.y=float (int (1.7*gl_Position.y))/1.7+gl_Position.y*0.001;
///gl_Position.z=float (int (1.7*gl_Position.z))/1.7+gl_Position.z*0.001;
///gl_Position.x=float (int (1.7*gl_Position.x))/1.7+gl_Position.x*0.001;
///}



// final projection
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
projection_from_camera=gl_Position;



// instancing
///gl_Position.y+=1.0*gl_InstanceID;

// vertex instancing
///if (gl_VertexID==244) gl_Position.y+=1.0;



// Transforming The Normal To ModelView-Space
normal = gl_NormalMatrix *  gl_Normal; 

// color pass
Color=gl_Color;


ShadowPosZ= ProjectionMatrix *glVertex;
ShadowPosZ=gl_TextureMatrix[2]*glVertex;

// point size
///gl_PointSize =120.0/gl_Position.w;
}











