// license: GNU-GPL

uniform vec4 OGL2Param;
uniform vec4 OGL2Size;
varying vec2 TCoord;

void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_Position.xy*=vec2(1.0,-1.0);
gl_TexCoord[0] = gl_MultiTexCoord1;
}