varying vec4 diffuse;
varying vec3 normal;
varying vec4 verpos;

void main()
{
	vec4 ecPos;
	vec3 aux;
	normal = gl_NormalMatrix * gl_Normal;
	
	verpos =  gl_ModelViewMatrix * gl_Vertex;
	diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
	
	gl_Position =  gl_ModelViewProjectionMatrix*gl_Vertex;
}