varying vec4  rawpos;
varying vec4  ecPosition;
varying vec3  VNormal;
varying vec3  VTangent;
varying vec3  VBinormal;
varying vec3  Normal;
varying vec4  constantColor;

attribute vec3 tangent;
attribute vec3 binormal;

// ////fog "include" /////
// uniform int fogType;
//
// void fog_Func(int type);
//
// //////////////////////

void main(void)
    {
    rawpos = gl_Vertex;
    ecPosition = gl_ModelViewMatrix * rawpos;
    Normal = normalize(gl_Normal);
    VNormal = gl_NormalMatrix * gl_Normal;
    VTangent = gl_NormalMatrix * tangent;
    VBinormal = gl_NormalMatrix * binormal;

    gl_FrontColor = gl_Color;
    constantColor = gl_FrontMaterial.emission
        + gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
    gl_Position = ftransform();
    gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;

//     fog_Func(fogType);
    }