varying vec3 normal;
varying vec3 eye;
varying float height;
void main()
{
gl_TexCoord[0]=gl_TextureMatrix[0]*gl_MultiTexCoord0;
gl_TexCoord[1]=gl_TextureMatrix[1]*gl_MultiTexCoord0;
gl_TexCoord[2]=gl_TextureMatrix[2]*gl_MultiTexCoord0;
gl_Position = ftransform();
normal = vec3(gl_NormalMatrix*gl_Normal);
eye = vec3(gl_ModelViewMatrix*gl_Vertex);
height = gl_Vertex.y;
}