varying vec2 	texcoord;
varying vec4	t0,t1,t2,t3;
uniform vec2 	ofs;

attribute vec3	s2_vertex;
attribute vec4	s2_texcoords; 

void main()
{
	gl_Position = vec4(s2_vertex,1.0);
	texcoord = s2_texcoords.st;	

	/*t0.x=texcoord.x-ofs.x;
	t0.y=texcoord.y;
	t0.z=texcoord.x+ofs.x;
	t0.w=texcoord.y;
*/
	t1.x=texcoord.x;
	t1.y=texcoord.y-ofs.y*2.0;
	t1.z=texcoord.x;
	t1.w=texcoord.y-ofs.y*3.0;
	
	t2.x=texcoord.x;
	t2.y=texcoord.y+ofs.y*2.0;
	t2.z=texcoord.x;
	t2.w=texcoord.y+ofs.y*3.0;
	
	t3.x=texcoord.x;
	t3.y=texcoord.y-ofs.y;
	t3.z=texcoord.x;
	t3.w=texcoord.y+ofs.y;
}