uniform float edge_cleanup;		
void main()
{	
	gl_Position 	= 		ftransform();
	gl_TexCoord[0]	= 		gl_MultiTexCoord0;
	
	gl_TexCoord[1]	=		gl_MultiTexCoord0 + vec4(-edge_cleanup,	0.0, 0.0, 0.0);
	gl_TexCoord[2]	=		gl_MultiTexCoord0 + vec4( edge_cleanup,	0.0, 0.0, 0.0);
	gl_TexCoord[3]	=		gl_MultiTexCoord0 + vec4( 1.0,	0.0, 0.0, 0.0);
	gl_TexCoord[4]	=		gl_MultiTexCoord0 + vec4(-1.0,	0.0, 0.0, 0.0);
}
