varying vec4 tc;
varying vec4 dc;
varying vec3 eye;

void main(void)
{
  const mat4 m = mat4(0.5, 0.0, 0.0, 0.0,
                      0.0, 0.5, 0.0, 0.0,
                      0.0, 0.0, 1.0, 0.0,
                      0.5, 0.5, 0.0, 1.0);
  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
  tc  = m * gl_Position;
  dc  = gl_Vertex * 0.005;
}
