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//
// glass.vert: Vertex shader for doing a glass-like effect
//
// author: John Kessenich
//
// Copyright (c) 2002: 3Dlabs, Inc.
//
varying vec3 LightDir;
varying vec3 EyeDir;
varying vec3 Normal;
uniform vec3 LightPosition;
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
EyeDir = -1.0 * normalize(vec3(gl_ModelViewMatrix * gl_Vertex));
LightDir = normalize(LightPosition);
gl_TexCoord[0] = gl_MultiTexCoord0;
Normal = normalize(gl_NormalMatrix * gl_Normal);
}
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