uniform vec4 OGL2Param;
uniform vec4 OGL2Size;
uniform vec4 OGL2InvSize;

void main()
{
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex * vec4(1.0,1.09,1.0,1.0);
	gl_TexCoord[0] = gl_MultiTexCoord0;
}
