/** 
 * @file diffuseSkinnedV.glsl
 *
 * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
 * $License$
 */



varying vec3 vary_normal;

mat4 getObjectSkinnedTransform();

void main()
{
	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
	
	mat4 mat = getObjectSkinnedTransform();
	
	mat = gl_ModelViewMatrix * mat;
	vec3 pos = (mat*gl_Vertex).xyz;
	
	vec4 norm = gl_Vertex;
	norm.xyz += gl_Normal.xyz;
	norm.xyz = (mat*norm).xyz;
	norm.xyz = normalize(norm.xyz-pos.xyz);

	vary_normal = norm.xyz;
			
	gl_FrontColor = gl_Color;
	
	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
}
