ProjectSourcetype vertex = {vx : float;vy : float;z : float;u : float;v : float;inv_z : float;u_over_z : float;v_over_z : float;normal : Vec3.t;the vertex's own normal, in world space, untouched by projection (a normal is a direction, not a screen position -- nothing about "where on screen is this" applies to it). Used by Shading for Gouraud (blended per vertex) and Phong (blended per pixel) shading.
*)}