uniform float cameraWidth;
uniform vec3 variables; //particle size, life left to start fade out, and size increase over age.

void main()
{            
	// Set the front color to the color passed through with glColor*f 
	gl_FrontColor = gl_Color;
	gl_FrontColor.a = gl_Vertex.z / variables.y;
	
	vec3 realVertPos;
	
	vec2 pos = gl_MultiTexCoord0.xy;
	pos.y = 1.0 - pos.y;
	pos = pos * 2.0 - 1.0;
	
	gl_TexCoord[0] = gl_MultiTexCoord0;
	realVertPos.xy = gl_Vertex.xy + pos * variables.x / 2400.0;
	//realVertPos.xy = gl_Vertex.xy;
	realVertPos.z = 0.0;
	
	gl_Position = gl_ModelViewProjectionMatrix * vec4(realVertPos, 1.0);
}