varying vec2 	t0,t1,t2,t3,t4,t5,t6,t7;
uniform float	ofs;

attribute vec3	s2_vertex;
attribute vec4	s2_texcoords; 

void main()
{
	gl_Position = vec4(s2_vertex,1.0);
	
	t0.x = s2_texcoords.x + ofs;
	t0.y = s2_texcoords.y + ofs;
	
	t1.x = s2_texcoords.x - ofs;
	t1.y = s2_texcoords.y + ofs;
	
	t2.x = s2_texcoords.x + ofs;
	t2.y = s2_texcoords.y - ofs;
	
	t3.x = s2_texcoords.x - ofs;
	t3.y = s2_texcoords.y - ofs;

	t4.x = s2_texcoords.x + ofs;
	t4.y = s2_texcoords.y;
	
	t5.x = s2_texcoords.x - ofs;
	t5.y = s2_texcoords.y;
	
	t6.x = s2_texcoords.x;
	t6.y = s2_texcoords.y + ofs;
	
	t7.x = s2_texcoords.x;
	t7.y = s2_texcoords.y - ofs;	
}