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/** 
 * @file giV.glsl
 *
 * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
 * $License$
 */

varying vec2 vary_fragcoord;

uniform vec2 screen_res;

void main()
{
	//transform vertex
	gl_Position = ftransform(); 
	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	
	vec4 tex = gl_MultiTexCoord0;
	tex.w = 1.0;

	gl_FrontColor = gl_Color;
}