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varying vec4 diffuse, ambientGlobal, ambient;
varying vec3 normal, pos;
/*varying vec3 normal, lightVector, reflectVector, eyeVector;*/


void main() {
  normal = normalize(gl_NormalMatrix * gl_Normal);
  
  pos = vec3(gl_ModelViewMatrix * gl_Vertex);
  /*lightVector = vec3(gl_LightSource[0].position - ecPos);
  
  reflectVector = normalize(reflect(-lightVector, normal));
  eyeVector = vec3(-ecPos);*/
  
  /* Compute the diffuse, ambient and globalAmbient terms */
  diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
  
  /* The ambient terms have been separated since one of them */
  /* suffers attenuation */
  ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
  ambientGlobal = gl_LightModel.ambient * gl_FrontMaterial.ambient;
  
  gl_TexCoord[0] = gl_MultiTexCoord0;
  gl_Position = ftransform();
}