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

attribute vec3	s2_vertex;
attribute vec4	s2_texcoords; 

void main()
{
	gl_Position = vec4(s2_vertex,1.0);

	t0=s2_texcoords.xy;

	t1.y=s2_texcoords.y-ofs;
	t1.x=s2_texcoords.x;

	t2.y=s2_texcoords.y+ofs;
	t2.x=s2_texcoords.x;
	
	t3.y=s2_texcoords.y-ofs*2.0;
	t3.x=s2_texcoords.x;

	t4.y=s2_texcoords.y+ofs*2.0;
	t4.x=s2_texcoords.x;
	
	t5.y=s2_texcoords.y-ofs*3.0;
	t5.x=s2_texcoords.x;

	t6.y=s2_texcoords.y+ofs*3.0;
	t6.x=s2_texcoords.x;
}