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varying vec3 position, normal;
varying vec4 specular, ambient, diffuse, lightDirection;
uniform mat4 view;
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_Vertex;
specular = gl_LightSource[0].specular;
ambient = gl_LightSource[0].ambient;
diffuse = gl_LightSource[0].diffuse;
lightDirection = view * gl_LightSource[0].position;
normal = gl_NormalMatrix * gl_Normal;
position = (gl_ModelViewMatrix * gl_Vertex).xyz;
gl_FrontColor = gl_Color;
gl_Position = ftransform();
}