varying vec4 EyeSpacePosition;
varying vec2 uv;
varying vec2 uv2;

void main(void)
   {
   gl_Position = ftransform();
   EyeSpacePosition = gl_ModelViewMatrix * vec4(gl_Position.xyz, 1.0);
   uv2 = gl_MultiTexCoord0.xy;
   uv = (gl_MultiTexCoord0.xy-vec2(0.5, 0.5))*2.0;
   }
