#version 120

varying vec4  rawpos;
varying vec4  ecPosition;
varying vec3  VNormal;
varying vec3  Normal;
varying vec4 constantColor;
centroid varying vec4 ipos;

void main(void)
{
	gl_TexCoord[0]  = gl_MultiTexCoord0;

	rawpos     = gl_Vertex;
	ipos     = gl_Vertex;
	ecPosition = gl_ModelViewMatrix * gl_Vertex;
	VNormal = normalize(gl_NormalMatrix * gl_Normal);
	Normal = normalize(gl_Normal);
        gl_FrontColor = gl_Color;
        constantColor =  gl_FrontMaterial.emission
            + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
	gl_Position = ftransform();
}