"# endif\n"
"#endif\n"
"\n"
-" // transform vertex to camera space, using ftransform to match non-VS rendering\n"
+" // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
"\n"
"#ifdef USESHADOWMAPORTHO\n"