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/*uniform vec3 light_eye;
varying vec2 texcoord;
varying vec3 light_surf;
varying vec3 eye_surf;
varying vec3 tangent_surf;
*/
varying vec3 vertex_eye;
varying vec4 shadow_coords;
uniform mat4 mvp, mv, light_mvp;

void main()
{
/*	vec3 t = (mv * vec4(1.0,, 0.0)).xyz;
	vec3 n = (mv * vec4(gl_Normal, 0.0)).xyz;
*/
	gl_Position = mvp * gl_Vertex;
	vertex_eye = vec3(mv * gl_Vertex);
	shadow_coords = light_mvp * gl_Vertex;
/*
	mat3 tbn = mat3(t,
			cross(n, t),
			n
			);


	texcoord = vec2(gl_MultiTexCoord0.x * 4, gl_MultiTexCoord0.y);
	light_surf = normalize((light_eye - vertex_eye) * tbn);
	eye_surf = normalize((-vertex_eye) * tbn);
	tangent_surf = gl_MultiTexCoord1.xyz * tbn;
*/
}