uniform vec3 LightPosition;
uniform vec3 EyePosition;
varying vec3 ViewDirection;
varying vec3 LightDirection;
varying vec3 Normal;
   
void main( void )
{
   gl_Position = ftransform();    
   vec4 ObjectPosition = gl_ModelViewMatrix * gl_Vertex;   
   ViewDirection = EyePosition - ObjectPosition.xyz;
   LightDirection = LightPosition - ObjectPosition.xyz;
   Normal = gl_NormalMatrix * gl_Normal;
   
}