<Shader>
	<VertexShader>
	<Code>
		<![CDATA[
			#version 110
			attribute float IndxAttrib;

			uniform float Time;
			uniform vec4 PosTC[64]; 
			uniform vec4 QuadData[64]; 
			varying vec2 Texcoord;


			void main( void )
			{
				int VertexId = int(IndxAttrib);
				float st = sin(Time);
				Texcoord = PosTC[VertexId].zw + vec2(st, 1.0-st*2.0);
				gl_Position = vec4(PosTC[VertexId].xy, -1.0, 1.0);
			}
		]]>
		</Code>
	</VertexShader>
	
	<FragmentShader>
		<Code>
		<![CDATA[
			#version 110
			varying vec2 Texcoord;
			
			uniform sampler2D Map0;
			
			void main(void)
			{
				gl_FragColor = texture2D(Map0, Texcoord.xy);
			}
		]]>
		</Code> 
	</FragmentShader>
</Shader>
