uniform mat4 Proj;
uniform mat4 View;

varying vec2 Lol;
varying vec4 Color;

void main()
{
	vec2 x = gl_MultiTexCoord0.xy * 2.0 - 1.0;
	Lol = x;
	Color = gl_Color;
	
	gl_Position = Proj * (View * gl_Vertex + vec4(x * 2.0f, 0, 0));
}
