#version 120

varying vec4 color;
varying vec4 texcoord;
varying vec4 lmcoord;


attribute vec4 mc_Entity;

uniform int worldTime;
uniform float rainStrength;


void main() {

	texcoord = gl_MultiTexCoord0;
	
	vec4 position = gl_Vertex;

	vec4 locposition = gl_ModelViewMatrix * gl_Vertex;


	gl_Position = gl_ProjectionMatrix * (gl_ModelViewMatrix * position);
	
	color = gl_Color;
	
	lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
	
	gl_FogFragCoord = gl_Position.z;
	
	
}