 uniform sampler2D diffuse;
 uniform sampler2D bump;
 
-varying vec2 tex0;
-varying vec3 eye;
-varying vec3 light;
-varying float distance;
-varying vec3 halfVec;
+varying_frag vec2 tex0;
+varying_frag vec3 eye;
+varying_frag vec3 light;
+varying_frag float distance;
+varying_frag vec3 halfVec;
 
 void main() {
     vec4 color_sample = texture2D(diffuse, tex0);

    float lamberFactor  = max(dot(light, bump_color), 0.0);
    float specFactor = max(pow(dot(halfVec, bump_color), 28.0), 0.0);

    gl_FragColor = vec4(color * lamberFactor + vec3(1.0) * specFactor, alpha);
}
#endif


    eye = camera_pos.xyz;
    tex0 = tex;

    gl_Position = projection_matrix * modelview_matrix * vec4(position, 1.0);
}
#endif
