uniform vec4 OGL2Param;
uniform vec4 OGL2Size;
uniform vec4 OGL2InvSize;
const	vec4 yx = vec4(1.0/4096,1.0/2048,-1.0/4096,-1.0/2048);
const	vec4 xy = vec4(1.0/2048,1.0/1024,-1.0/2048,-1.0/1024);

void main()
{
	vec2 dx  = vec2(xy.x, 0.0);
	vec2 dy  = vec2( 0.0,xy.y);
	vec2 g1  = xy.xy;
	vec2 g2  = vec2(xy.z,xy.y);

	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	gl_TexCoord[0] = gl_MultiTexCoord0;
}
	