#version 120
/**
 Apply to visible geometry
 */

uniform mat3       normalMatrix;
uniform mat4       pointMatrix;
uniform mat4       mvpMatrix;

varying vec3       csNormal;
varying vec3       csEye;


void main() {
    csNormal = normalMatrix * gl_Normal;
    csEye    = -(pointMatrix * vec4(gl_Normal, 1.0)).xyz;

    gl_Position = mvpMatrix * gl_Vertex;
}
