varying vec3 normals;
varying vec4 position;

void main( void )
{
	gl_Position		= gl_ModelViewProjectionMatrix * gl_Vertex;

	normals			= gl_Normal;

	gl_TexCoord[0]		= gl_MultiTexCoord0;

	position		= gl_ModelViewMatrix * gl_Vertex;

	gl_FrontColor		= gl_Color;
}
