
attribute vec2 parametric;

uniform vec3 lightPosition;  // Object-space
uniform vec3 eyePosition;    // Object-space
uniform vec2 torusInfo;

varying vec2 normalMapTexCoord;

varying vec3 lightDirection;
varying vec3 halfAngle;
varying vec3 eyeDirection;
varying vec3 c0, c1, c2;

void main()
{
  normalMapTexCoord = vec2(0);  // XXX fix me
  gl_Position = gl_ModelViewProjectionMatrix * vec4(parametric, 0, 1);  // XXX fix me
  eyeDirection = vec3(0);  // XXX fix me
  lightDirection = vec3(0);  // XXX fix me
  halfAngle = vec3(0);  // XXX fix me
  c0 = vec3(0);  // XXX fix me
  c1 = vec3(0);  // XXX fix me
  c2 = vec3(0);  // XXX fix me
}

