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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
mat4 getSkinnedTransform();
void main()
{
vec4 pos;
mat4 trans = getSkinnedTransform();
pos.x = dot(trans[0], gl_Vertex);
pos.y = dot(trans[1], gl_Vertex);
pos.z = dot(trans[2], gl_Vertex);
pos.w = 1.0;
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ProjectionMatrix * pos;
}
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