

void main(void)
{
	vec3  transformedNormal;

	// Eye-coordinate position of vertex, needed in various calculations
	vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;

	// Do fixed functionality vertex transform
	gl_Position = ftransform();
	transformedNormal = fnormal();
	gl_FrontColor = flight( transformedNormal, ecPosition );
	ftexgen( transformedNormal, ecPosition );
}
