varying vec2 	texcoord;
varying vec2 	texcoord1;
varying vec2 	texcoord2;
varying vec2 	texcoord3;
varying vec2 	texcoord4;
varying vec2 	texcoord5;
varying vec2 	texcoord6;
varying vec2 	texcoord7;

uniform vec4	scales1,
				scales2;
uniform vec2 	sunPositionOnScreen;

void main()
{
	gl_Position = ftransform();
	texcoord = ((gl_MultiTexCoord0.st-sunPositionOnScreen)*scales1.x) + sunPositionOnScreen;	
	texcoord1 = ((gl_MultiTexCoord0.st-sunPositionOnScreen)*scales1.y) + sunPositionOnScreen;	
	texcoord2 = ((gl_MultiTexCoord0.st-sunPositionOnScreen)*scales1.z) + sunPositionOnScreen;	
	texcoord3 = ((gl_MultiTexCoord0.st-sunPositionOnScreen)*scales1.w) + sunPositionOnScreen;	
	texcoord4 = ((gl_MultiTexCoord0.st-sunPositionOnScreen)*scales2.x) + sunPositionOnScreen;	
	texcoord5 = ((gl_MultiTexCoord0.st-sunPositionOnScreen)*scales2.y) + sunPositionOnScreen;	
	texcoord6 = ((gl_MultiTexCoord0.st-sunPositionOnScreen)*scales2.z) + sunPositionOnScreen;	
	texcoord7 = ((gl_MultiTexCoord0.st-sunPositionOnScreen)*scales2.w) + sunPositionOnScreen;	
}