title: GLSL no rendering if gl_color is used
body: <p>I am trying to render a texture in lwjgl using shaders. As soon as I use gl_Color in the vertex shader I got no ouput.</p>
  
  <p>This is working:</p>
  
  <pre><code>#version 120
  
  attribute vec2 position;
  attribute vec2 texCoord;
  
  varying vec2 fragmentCoord;
  
  void main()
  {
      gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 0.0f, 1.0f);
      //gl_FrontColor = gl_Color;
      gl_FrontColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);
      fragmentCoord = (gl_TextureMatrix[0] * vec4(texCoord, 0.0f, 1.0f)).xy;
  }
  </code></pre>
  
  <p>This is not working:</p>
  
  <pre><code>#version 120
  
  attribute vec2 position;
  attribute vec2 texCoord;
  
  varying vec2 fragmentCoord;
  
  void main()
  {
      gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 0.0f, 1.0f);
      gl_FrontColor = gl_Color;
      gl_FrontColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);
      fragmentCoord = (gl_TextureMatrix[0] * vec4(texCoord, 0.0f, 1.0f)).xy;
  }
  </code></pre>
  
  <p>The fragment shader for both is:</p>
  
  <pre><code>#version 120
  
  uniform sampler2D texture;
  
  varying vec2 fragmentCoord;
  
  void main()
  {
      gl_FragColor = texture2D(texture, fragmentCoord) * gl_Color;
  }
  </code></pre>
  
  <p>The same code works for a friend and I wonder why it doesnt for me.</p>
  
  <p>What am I doing wrong?</p>