uniform vec4 OGL2Param;
uniform vec4 OGL2InvSize;

void main()
{
    vec2 dx  = vec2(OGL2InvSize.x, 0.0);
    vec2 dy  = vec2(0.0,OGL2InvSize.y);

    gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    gl_TexCoord[0] = gl_MultiTexCoord0;
    gl_TexCoord[1].xy = dx; // F
    gl_TexCoord[1].zw = dy; // H
}
