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//
// Simple vertex shader for wood
//
// Author: John Kessenich
//
// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//

varying float lightIntensity;
varying vec3 Position;
//uniform vec3 LightPosition;
//uniform float Scale;
const vec3 LightPosition = vec3 (0.0,0.0,0.4);
const float Scale = 1;

void main(void)
{
	vec4 pos = gl_ModelViewMatrix * gl_Vertex;
	Position = vec3(gl_Vertex) * Scale;
	vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
	lightIntensity = max(dot(normalize(LightPosition - vec3(pos)), tnorm), 0.0) * 1.5;
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}