varying vec2 		texcoord;
varying vec4 		texcoord0;
varying vec4 		texcoord1;
varying vec4 		texcoord2;
varying vec4 		texcoord3;

uniform vec4	ofs0;
uniform vec4	ofs1;
uniform vec4	ofs2;
uniform vec4	ofs3;

attribute vec3	s2_vertex;
attribute vec4	s2_texcoords; 

void main()
{
	gl_Position = vec4(s2_vertex,1.0);
	
	texcoord = s2_texcoords.st;
	texcoord0.xy = s2_texcoords.st + ofs0.xy;
	texcoord1.xy = s2_texcoords.st + ofs1.xy;
	texcoord2.xy = s2_texcoords.st + ofs2.xy;
	texcoord3.xy = s2_texcoords.st + ofs3.xy;
	texcoord0.zw = s2_texcoords.st + ofs0.zw;
	texcoord1.zw = s2_texcoords.st + ofs1.zw;
	texcoord2.zw = s2_texcoords.st + ofs2.zw;
	texcoord3.zw = s2_texcoords.st + ofs3.zw;
}