#define RENDER_VERTEX
#define RENDER_ARMOR_GLINT

#include "/lib/constants.glsl"
#include "/lib/common.glsl"

out vec2 lmcoord;
out vec2 texcoord;
out vec4 glcolor;


void main() {
    texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
    lmcoord  = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
    glcolor = gl_Color;
    
    //use same transforms as entities and hand to avoid z-fighting issues
    gl_Position = gl_ProjectionMatrix * (gl_ModelViewMatrix * gl_Vertex);
}
