uniform vec4 OGL2Param;
uniform vec4 OGL2Size;

void main()
{	
	vec2 dx  = vec2(1.0 / OGL2Size.x, 0.0);
	vec2 dy  = vec2(0.0, 1.0 / OGL2Size.y);
	
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_TexCoord[1].xy = dx; // F
	gl_TexCoord[1].zw = dy; // H
}