struct v2f {
    vec4 pos;
    vec2 uv0;
    vec2 uv1;
};

attribute vec4 position;

uniform mat4 modelViewProjectionMatrix;

varying vec4 xlv_TEXCOORD0;
varying vec4 xlv_TEXCOORD1;

void main()
{
	gl_Position = modelViewProjectionMatrix * position;
	xlv_TEXCOORD0 = vec4(position.xy * vec2(4.0), 0.0, 0.0);
	xlv_TEXCOORD1 = vec4(position.xy, 0.0, 0.0);
}
