

varying vec3 lightDir,normal;

void main()
{
	lightDir = normalize(vec3(gl_LightSource[0].position));
	
    vec4 v = vec4(gl_Vertex);       
    v.y = sin(v.x);

    vec3 n = normalize(vec3(1/cos(v.x), 1.0f, 0.0f));
    normal = gl_NormalMatrix * n;
    
    gl_Position = gl_ModelViewProjectionMatrix * v;
} 


