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uniform float width;
uniform float height;
varying vec2 texcoord00;
varying vec2 texcoord02;
varying vec2 texcoord20;
varying vec2 texcoord22;
void main()
{
// perform standard transform on vertex
gl_Position = ftransform();
// transform texcoord
vec2 texcoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
// get texcoords
texcoord00 = texcoord + vec2(-height, -width);
texcoord20 = texcoord + vec2( height, -width);
texcoord22 = texcoord + vec2( height, width);
texcoord02 = texcoord + vec2(-height, width);
}
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