uniform float pixelGap;

void main()
{
	gl_TexCoord[0]	= (vec4(gl_MultiTexCoord0) * vec4(2.0, 1.0, 1.0, 1.0)) + vec4(-0.5, 0.5, 0.0, 0.0);
	gl_TexCoord[1]	= gl_TexCoord[0] + vec4(pixelGap, 0.0, 0.0, 0.0);

	gl_Position		= ftransform();
}