vec4 ftransform()
{
- __retVal = gl_ModelViewProjectionMatrix * gl_Vertex;
+ __retVal = gl_ModelViewProjectionMatrix[0] * gl_Vertex.xxxx
+ + gl_ModelViewProjectionMatrix[1] * gl_Vertex.yyyy
+ + gl_ModelViewProjectionMatrix[2] * gl_Vertex.zzzz
+ + gl_ModelViewProjectionMatrix[3] * gl_Vertex.wwww;
}