
varying vec2 		texcoord;
varying vec2 		texcoord2;
varying vec2 		texcoord3;
varying vec2 		texcoord4;
varying vec3		vdir;
uniform vec3		campos;
varying vec4		pos;
uniform vec2		ofs;
uniform vec2		ofs2;
varying vec4		eyepos;
//varying float 		h;
uniform float 		sunpower;
//varying vec3		worldpos;

void main()
{
	gl_Position = ftransform();
	texcoord = gl_MultiTexCoord0.st*120.0 + ofs;
	texcoord2 = gl_MultiTexCoord0.st*30.0 + ofs;
	texcoord3 = gl_MultiTexCoord0.st*220.0 - ofs;
	texcoord4 = gl_MultiTexCoord0.st*500.0;
		
	//h=( exp(-gl_Vertex.y*0.01))*1.35;
	vdir=campos-gl_Vertex.xyz;
	pos=gl_Position;
	//eyepos = gl_ModelViewMatrix * gl_Vertex;
	//worldpos=gl_Vertex.xyz;
}