varying vec2 texCoord;

void main(void) {
   //gl_Position = vec4( gl_Vertex.xy, 0.0, 1.0 );
   //gl_Position = sign( gl_Position );

   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
   texCoord = gl_MultiTexCoord0.xy;

   // Texture coordinate for screen aligned (in correct range):
   //texCoord = (vec2( gl_Position.x, - gl_Position.y ) + vec2( 1.0 ) ) / vec2( 2.0 );
}
