uniform vec3 lightpos;
varying vec3 lightposeye;

uniform mat4 projectmatrix;
uniform mat4 cameramatrix;

void main(void)
{
	vec4 tposVS = (cameramatrix * vec4(gl_Vertex.xyz, 1.0));

	vec4 lpos = (cameramatrix * vec4(lightpos.xyz, 1.0));
	lightposeye = lpos.xyz;

	gl_Position = projectmatrix * tposVS;
	gl_FrontColor  = gl_Color;
}
