/*
   Copyright (C) 2005 guest(r) - guest.r@gmail.com

   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.

   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.

   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
*/


uniform vec4 OGL2Param;
uniform vec4 OGL2Size;
void main()
{
float x = 1.0/4096.0;
float y = 1.0/2048.0;
vec2 dg1 = vec2( x,y);
vec2 dg2 = vec2(-x,y);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1].xy = gl_TexCoord[0].xy - dg1;
gl_TexCoord[2].xy = gl_TexCoord[0].xy - dg2;
gl_TexCoord[3].xy = gl_TexCoord[0].xy + dg1;
gl_TexCoord[4].xy = gl_TexCoord[0].xy + dg2;
}