 	pos = (modelview_matrix * vert);
 	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
 #endif
+
 	vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
 	vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
 #if INDEX_MODE == INDEXED

vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);

float calcDirectionalLight(vec3 n, vec3 l);

vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);

	pos = modelview_projection_matrix * vert;
	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#endif

}
