// -*- mode: C; -*-
#version 110

/* input:
   gl_Vertex
   gl_Normal		(tangentz)
   gl_MultiTexCoord0	(texcoord)
   tangentx_righthanded	(tangentx,righthanded-factor)
*/

/* can we give names to default attributes? or do we need to use named attributes for that?
   how to give named attributes with vertex buffer objects?
   we could assign them to a variable, but would that be efficient? an unnecessary copy.
   but the shader compiler should be able to optimize that...
   the way should be to use vertex attributes (together with vertex arrays or VBOs),
   that have a name and use that name here.
   until then, access sources directly or via a special variable.
*/

varying vec2 texcoord, texcoord2;

void main()
{
	texcoord = gl_MultiTexCoord0.xy;
	texcoord2 = gl_MultiTexCoord1.xy;

	gl_Position = ftransform();
}
