#version 120
varying vec3 normal;
varying vec3 V;
uniform vec4 ambientDiffuse;
uniform vec4 lightDiffuse;
void main()
{
vec4 texCoord[]={gl_MultiTexCoord0,gl_MultiTexCoord1,
gl_MultiTexCoord2,gl_MultiTexCoord3,
gl_MultiTexCoord4,gl_MultiTexCoord5,
gl_MultiTexCoord6,gl_MultiTexCoord7};
gl_Position=gl_ModelViewProjectionMatrix*gl_Vertex;
for(int i=0;i<gl_MaxTextureCoords;i++)
{
gl_TexCoord[i]=texCoord[i];
}
normal=normalize(gl_NormalMatrix*gl_Normal);
V=normalize((gl_ModelViewMatrix*gl_Vertex-gl_LightSource[0].position).xyz);
gl_FrontColor=max(dot(normal,V),0.0)*ambientDiffuse*lightDiffuse;
}