
//uniform float ShearSize;

//void main()
//{
//	gl_TexCoord[0] = gl_MultiTexCoord0;

//	gl_Position = ftransform();
//} 


varying vec4 postion;
void main()
{
	gl_FrontColor = gl_Color;
	gl_BackColor = gl_Color;
	vec4 postion = vec4(gl_Vertex);

	//postion.y +=180;

	gl_TexCoord[0] = gl_MultiTexCoord0;

    //gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
    //gl_Position = ftransform();
    gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * postion;
	//gl_Position = ftransform(); // following the same steps as the fixed functionality does
} 
