uniform vec2 texLookupScale;

//varying vec4 proj_tc;

void main() 
{
  gl_TexCoord[0] = gl_MultiTexCoord0;




  //NO STRETCH
  gl_Position = vec4(gl_MultiTexCoord0.s*2.0-1.0, gl_MultiTexCoord0.t*2.0-1.0, 0.0, 1.0);

  //calculate texCoord for projective texturing
  ///  gl_TexCoord[1] = gl_Position;
  
    //  gl_TexCoord[2] = vec4((gl_Position.xyz+gl_Position.w)*0.5, gl_Position.w);
 

    //correct, but not necessary
    //due to projective grid <=> tex-coord is already correct!
    //    proj_tc = vec4((gl_Position.xyz+gl_Position.w)*0.5, gl_Position.w);


    //     proj_tc = gl_TextureMatrix[2] * gl_Vertex;
}

