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

float yzoom = 1.05; // y zoom factor
float yshift = 50.0*OGL2InvSize.y; // y pixel shift

void main()
{

	vec4 Vertex;
	Vertex = gl_Vertex*vec4(1.0,yzoom,1.0,1.0);
	gl_Position = gl_ModelViewProjectionMatrix * Vertex;
	gl_TexCoord[0] = gl_MultiTexCoord0+vec4(0.0,yshift,0.0,0.0);
}