uniform	mat4	u_ModelViewMatrix;
uniform	mat4	u_ModelViewProjectionMatrix;
#if defined(CLIP)
	out	vec3	v_clipVertex;
#endif
out	vec4	color;
out	vec4	texCoords;
include deforms.inc
include colorGen.inc
include tcGen_multitexture.inc
void main(void)
{
	vec4 glVertex = DeformGeometry();
	tcGen(texCoords.xy, texCoords.zw, glVertex.xyz);
	color = colorGen(glVertex.xyz, u_gen, u_parm0, u_parm1, u_parm2, u_parma);
	gl_Position = u_ModelViewProjectionMatrix * glVertex;
	include clipVertex.inc
}
