attribute vec4 vertexSpecularColor;
attribute vec4 vertexGlowColor;
attribute vec4 vertexSpecularFactor;
attribute vec4 vertexGlowFactor;

varying vec4 position;
varying vec4 mainColor;
varying vec4 defaultSpecularColor;
varying vec4 defaultGlowColor;
varying vec4 specularFactor;
varying vec4 glowFactor;

void main() {

	gl_TexCoord[0] = gl_MultiTexCoord0;

	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	position = gl_Position;
	
	mainColor = gl_Color;
	
	defaultSpecularColor = vertexSpecularColor;
	defaultGlowColor = vertexGlowColor;
	
	specularFactor = vertexSpecularFactor;
	glowFactor = vertexGlowFactor;
	
}