// by guest(r) - guest.r@gmail.com
// license: GNU-GPL

uniform vec4 OGL2Param;
uniform vec4 OGL2Size;

void main()

{
float x = (OGL2Size.x/2048.0)*OGL2Param.x;
float y = (OGL2Size.y/1024.0)*OGL2Param.y;
vec2 dg1 = vec2( x,y);
vec2 dg2 = vec2(-x,y);
vec2 dx  = vec2(x,0.0);
vec2 dy  = vec2(0.0,y);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[6].zw= gl_MultiTexCoord1.xy;
gl_TexCoord[1].xy = gl_TexCoord[0].xy - dy;
gl_TexCoord[2].xy = gl_TexCoord[0].xy + dy;
gl_TexCoord[3].xy = gl_TexCoord[0].xy - dx;
gl_TexCoord[4].xy = gl_TexCoord[0].xy + dx;
gl_TexCoord[5].xy = gl_TexCoord[0].xy - dg1;
gl_TexCoord[6].xy = gl_TexCoord[0].xy + dg1;
gl_TexCoord[1].zw = gl_TexCoord[0].xy - dg2;
gl_TexCoord[2].zw = gl_TexCoord[0].xy + dg2;

}