varying vec3 diffuse1; /*, diffuse2, diffuse3, diffuse4;*/
varying vec3 normal;
varying vec4 verpos;

void main()
{
	vec4 ecPos;
	vec3 aux;
	normal = gl_NormalMatrix * gl_Normal;
	
	verpos =  gl_ModelViewMatrix * gl_Vertex;
	diffuse1 = (gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse).rgb;
/*	diffuse2 = (gl_FrontMaterial.diffuse * gl_LightSource[1].diffuse).rgb;
	diffuse3 = (gl_FrontMaterial.diffuse * gl_LightSource[2].diffuse).rgb;
	diffuse4 = (gl_FrontMaterial.diffuse * gl_LightSource[3].diffuse).rgb;*/
	
	gl_Position =  gl_ModelViewProjectionMatrix*gl_Vertex;
}