varying float blurSize;
uniform float bsize;

void main()
{
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_Position = gl_Vertex;

	gl_FrontColor = gl_Color;
	gl_FrontSecondaryColor = vec4(0.0, 0.0, 0.0, 1.0);

	blurSize = 1.0 / bsize;

 // Check necessary for ATI specific behavior
 #ifdef __GLSL_CG_DATA_TYPES
	gl_ClipVertex = (gl_ModelViewMatrix * gl_Vertex);
 #endif
}
