uniform vec3 Plight;
uniform vec3 paintColour;


varying vec4 HPosition;
varying vec2 texCoord;
varying vec3 eyePos;
varying vec3 eyeNorm;
varying vec3 lightPos;
varying vec3 Kd;

#define texUV gl_MultiTexCoord0
#define diffuse gl_MultiTexCoord1
#define specular gl_MultiTexCoord2

void main()
{
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    eyePos=(gl_ModelViewMatrix * gl_Vertex).xyz;
    eyeNorm=(gl_ModelViewMatrix * vec4(gl_Normal,0)).xyz;
	lightPos=Plight;
    texCoord = texUV.xy;
	Kd=gl_Color.xyz;
}
