/*
   Copyright (C) 2005 guest(r) - guest.r@gmail.com
*/

uniform vec4 OGL2Size;

void main()
{
    float x = 0.75/2048.0;
    float y = 0.75/1024.0;
    vec2 dg1 = vec2( x,y);  vec2 dg2 = vec2(-x,y);
    vec2 sd1 = dg1*0.5/0.75;     vec2 sd2 = dg2*0.5/0.75;
    vec2 ddx = vec2(x,0.0); vec2 ddy = vec2(0.0,y);

    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    gl_TexCoord[0] = gl_MultiTexCoord0;
    gl_TexCoord[1].xy = gl_TexCoord[0].xy - sd1;
    gl_TexCoord[2].xy = gl_TexCoord[0].xy - sd2;
    gl_TexCoord[3].xy = gl_TexCoord[0].xy + sd1;
    gl_TexCoord[4].xy = gl_TexCoord[0].xy + sd2;
    gl_TexCoord[5].xy = gl_TexCoord[0].xy - dg1;
    gl_TexCoord[6].xy = gl_TexCoord[0].xy + dg1;
    gl_TexCoord[5].zw = gl_TexCoord[0].xy - dg2;
    gl_TexCoord[6].zw = gl_TexCoord[0].xy + dg2;
    gl_TexCoord[1].zw = gl_TexCoord[0].xy - ddy;
    gl_TexCoord[2].zw = gl_TexCoord[0].xy + ddx;
    gl_TexCoord[3].zw = gl_TexCoord[0].xy + ddy;
    gl_TexCoord[4].zw = gl_TexCoord[0].xy - ddx;
}