uniform float ScreenWidth;
uniform float ScreenHeight;

void main()
{
  // Update position
	gl_Position = ftransform();

  float scale       = (ScreenWidth / ScreenHeight) / (16.0 / 9.0);

  // Shift and scale tex coords by aspect ratio
  vec2 texCoords = gl_MultiTexCoord0.xy;
  texCoords.x    = scale * texCoords.x + ((1.0 - scale) / 2.0);
  //texCoords.x   += (1.0 - scale) / 2.0;
  texCoords.y    *= 0.25;

  //texCoords.x = texCoords.x * 0.75 + 0.125;
  //texCoords  *= 0.5;

  // All texture coords
	gl_TexCoord[0].st = texCoords + vec2(0.0, 0.0);
  gl_TexCoord[1].st = texCoords + vec2(0.0, 0.25);
  gl_TexCoord[2].st = texCoords + vec2(0.0, 0.5);
  gl_TexCoord[3].st = texCoords + vec2(0.0, 0.75);
}
