uniform vec4 		OGL2Size;

void main(){
	vec4		h;
	
	gl_Position=gl_ModelViewProjectionMatrix*gl_Vertex;
	gl_TexCoord[0]=gl_MultiTexCoord0.xyxy;
	h.xy=-(h.zw=vec2(1.0/OGL2Size.x,0.0));
	gl_TexCoord[1]=gl_TexCoord[0]+h;
	h.xy=-(h.zw=vec2(0.0,1.0/OGL2Size.y));
	gl_TexCoord[2]=gl_TexCoord[0]+h;
	gl_TexCoord[3]=gl_TexCoord[1]+h;
}