#version 120
uniform vec4 fpar[16];
void main(void)
{
    gl_Position=gl_Vertex;
    vec3 d=normalize(fpar[1].xyz-fpar[0].xyz);
    vec3 r=normalize(cross(d,vec3(0.0,1.0,0.0)));
    vec3 u=cross(r,d);
    vec3 e=vec3(gl_Vertex.x*1.333,gl_Vertex.y,.75);
    gl_TexCoord[0].xyz=mat3(r,u,d)*e;
    gl_TexCoord[1]=vec4(.5)+gl_Vertex*.5;
}
