uniform vec4 OGL2Param;

void main()
{
gl_Position=gl_ModelViewProjectionMatrix*gl_Vertex;
		
gl_TexCoord[0]=gl_MultiTexCoord0.xyxy+vec4(-0.5,-0.5,-1.5,-1.5)*OGL2Param.xyxy;
gl_TexCoord[1]=gl_MultiTexCoord0.xyxy+vec4( 0.5,-0.5, 1.5,-1.5)*OGL2Param.xyxy;
gl_TexCoord[2]=gl_MultiTexCoord0.xyxy+vec4(-0.5, 0.5,-1.5, 1.5)*OGL2Param.xyxy;
gl_TexCoord[3]=gl_MultiTexCoord0.xyxy+vec4( 0.5, 0.5, 1.5, 1.5)*OGL2Param.xyxy;

}