#version 150
in vec3 position;
in vec2 texcoord;
in vec3 snormal;
out float intensity;
out vec2 texcoord2;
uniform mat4 projmatrix;
uniform mat4 cammatrix;
uniform mat4 objmatrix;
uniform mat4 purerotate;
void main()
{
vec4 tempvec;
tempvec=purerotate*vec4(snormal,1.0);
intensity=tempvec.z*tempvec.z+0.4;

gl_Position=projmatrix*cammatrix*objmatrix*vec4(position,1.0);

texcoord2=texcoord;
}
