uniform	mat4	u_ModelViewMatrix;
uniform	mat4	u_ModelViewProjectionMatrix;
#if defined(CLIP)
	out	vec3	v_clipVertex;
#endif
out	vec4	color0;
out	vec4	color1;
out	vec4	texCoords;
include deforms.inc

uniform	vec4	u_gen_t2;
uniform	vec4	u_parm0_t2;
uniform	vec4	u_parm1_t2;
uniform	vec4	u_parm2_t2;
uniform	vec4	u_parma_t2;
include colorGen.inc

include tcGen_multitexture.inc
void main(void)
{
	vec4 glVertex = DeformGeometry();
	tcGen(texCoords.xy, texCoords.zw, glVertex.xyz);
	color0 = colorGen(glVertex.xyz, u_gen, u_parm0, u_parm1, u_parm2, u_parma);
	color1 = colorGen(glVertex.xyz, u_gen_t2, u_parm0_t2, u_parm1_t2, u_parm2_t2, u_parma_t2);
	gl_Position = u_ModelViewProjectionMatrix * glVertex;
	include clipVertex.inc
}
