//
// Phong vertex shader
//

varying	vec3 l;
varying	vec3 v;
varying	vec3 n;

uniform	vec4	lightPos;
uniform	vec4	eyePos;

void main(void)
{
    vec3 p = vec3      ( gl_ModelViewMatrix * gl_Vertex );      // transformed point to world space

    l = normalize ( vec3 ( lightPos ) - p );                    // vector to light source
    v = normalize ( vec3 ( eyePos )   - p );                    // vector to the eye
    n = normalize ( gl_NormalMatrix * gl_Normal );              // transformed n

    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}