varying vec3 normal, pos;

void main() {
	vec3 vert = gl_Vertex.xyz;
	vert += normalize(vert) * 0.02 + gl_Normal.xyz * (0.03 * (2.0 - length(vert)));
	
	normal = (gl_NormalMatrix * gl_Normal).xyz;
	vec4 tVert = gl_ModelViewProjectionMatrix * vec4(vert, 1.0);
	pos = tVert.xyz;
	gl_Position = tVert;
	gl_FrontColor = gl_Color;
	gl_BackColor = gl_Color;
}
