uniform float time;
uniform vec4 layerSpeed;

varying vec2  texCoord0;
varying vec2  distCoord1;
varying vec2  distCoord2;
varying vec2  distCoord3;

void main(void)
{
   gl_Position = ftransform();
   
   texCoord0 = gl_MultiTexCoord0.xy;

   distCoord1.x = gl_MultiTexCoord0.x;
   distCoord1.y = (gl_MultiTexCoord0.y) + layerSpeed.x * time;

   distCoord2.x = gl_MultiTexCoord0.x;
   distCoord2.y = (gl_MultiTexCoord0.y) + layerSpeed.y * time;

   distCoord3.x = gl_MultiTexCoord0.x;
   distCoord3.y =(gl_MultiTexCoord0.y) + layerSpeed.z * time;

}