attribute vec2 flipped_concave;
attribute vec4 bevel;
attribute vec3 t;
attribute vec3 m;
attribute vec3 b;
attribute vec4 tint;
attribute vec4 paint;

varying vec2 vflipped_concave;
varying vec4 vbevel; // top, bottom, left, right
varying vec3 vt; // tl, tm, tr
varying vec3 vm; // ml, mm, mr
varying vec3 vb; // bl, bm, br
varying vec4 vpaint;

void main() {
   gl_TexCoord[0] = gl_MultiTexCoord0;
   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
   gl_FrontColor = tint;
   vpaint = paint;
   vflipped_concave = flipped_concave;
   vbevel = bevel;
   vt = t;
   vm = m;
   vb = b;
}
