
varying vec2 		texcoord;
varying vec2 		texcoord2;
varying vec2 		texcoord3;
varying vec2 		texcoord4;
uniform vec2		ofs;
uniform mat4		prevMVM;
varying vec4		curpos;
varying vec4		pos;
varying vec4		prev;

void main()
{
	gl_Position = ftransform();
	texcoord = gl_MultiTexCoord0.st*120.0 + ofs;
	texcoord2 = gl_MultiTexCoord0.st*30.0 + ofs;
	texcoord3 = gl_MultiTexCoord0.st*220.0 - ofs;
	texcoord4 = gl_MultiTexCoord0.st*500.0 + ofs;
		
	curpos=gl_Position;
	mat4 prevTM=(gl_ProjectionMatrix*prevMVM);
	prev = prevTM*gl_Vertex;
	pos = gl_ModelViewMatrix * gl_Vertex;
}