Hi,

I've found a way to get the mask information into the shader without using
any gl calls. By adding gl_FrontColor = gl_Color to the vertex shader I can
use gl_Color in the fragment shader.
The only problem I have atm is that when I use flat shading mode the value
og gl_Color in the fragment shader suddenly holds the value of "varnormal".
I guess it's a driver bug of sorts as it doesn't happen in smooth shading.

Also the code I've added enables regular GLSL also as a side bonus.

-Erik
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