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

attribute vec3	s2_vertex;
attribute vec4	s2_texcoords; 

void main()
{
	gl_Position = vec4(s2_vertex,1.0);
	texcoord = s2_texcoords.st;	
/*
	float yofs=ofs;
	t0.y=texcoord.y-yofs;
	t0.x=texcoord.x;
	t3.y=texcoord.y+yofs;
	t3.x=texcoord.x;

	yofs+=ofs;
	t1.y=texcoord.y-yofs;
	t1.x=texcoord.x;
	t4.y=texcoord.y+yofs;
	t4.x=texcoord.x;

	yofs+=ofs;
	t2.y=texcoord.y-yofs;
	t2.x=texcoord.x;
	t5.y=texcoord.y+yofs;
	t5.x=texcoord.x;*/
}