attribute vec4 my_Vertex;
uniform mat4 my_TransformMatrix;
uniform float my_Radius;
uniform vec3 my_EyePos;

varying vec3 texCoord0;
varying vec3 texCoord1;


void main()
{
	/* Get actual dimensions of the sphere */
	vec4 temp =  ( vec4(my_Radius, my_Radius, my_Radius, 1) * my_Vertex );

	/* pass the normalized normal vector */
	texCoord0 = normalize(my_Vertex.xyz);

	/* pass the normalized view vector */
	texCoord1 = my_EyePos - temp.xyz;

	/* rotate, project the sphere vertices */
	gl_Position = my_TransformMatrix * temp;

}
