varying vec2 uv, uv1, uv2;
uniform float approach;
uniform float innerScale1;
uniform float innerScale2;

void main() {
	uv = gl_MultiTexCoord0.xy;
	uv1 = ((uv - vec2(0.5)) / innerScale1) + vec2(0.5);
	uv2 = ((uv - vec2(0.5)) / innerScale2) + vec2(0.5);

	vec4 cpos = gl_ModelViewProjectionMatrix * gl_Vertex;
	cpos.z -= approach;
	gl_Position = cpos;

	gl_FrontColor = gl_Color;
	gl_BackColor = gl_Color;
}
