/**
 * Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
 */

uniform mat4 LocalToWorld;
uniform mat4 ViewProjection;
uniform vec4 LightmapCoordinateScaleBias;

attribute vec4 Position;
attribute vec2 TexCoords0;
attribute vec2 LightMapCoordinate;

varying vec2 UVBase;
varying vec2 UVLightmap;

void main()
{
    vec4 p = LocalToWorld * Position;
    gl_Position = ViewProjection * p;
    UVBase = TexCoords0;
    UVLightmap = LightMapCoordinate * LightmapCoordinateScaleBias.xy + LightmapCoordinateScaleBias.wz;
}
