varying vec2 uv;
varying vec2 rcoords;
varying vec3 viewDir, pos;
uniform vec4 sprite_pos;

void main() {
	uv = gl_MultiTexCoord0.xy;
	rcoords = ((uv - sprite_pos.xy) / (sprite_pos.zw - sprite_pos.xy) - vec2(0.5, 0.5)) * 2.0;
	gl_FrontColor = gl_Color;
	gl_BackColor = gl_Color;
	
	pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
	
	viewDir = (gl_NormalMatrix * vec3(1.0,0.0,0.0)).xyz;
	
	gl_Position = ftransform();
}
