varying vec4 EyeSpacePosition;
varying vec2 uv;
varying vec4 pos;
void main(void)
   {
   gl_Position = ftransform();
   pos         = ftransform();

   EyeSpacePosition = gl_ModelViewMatrix * vec4(gl_Position.xyz, 1);
   uv = (gl_MultiTexCoord0.xy);   }
