attribute vec4 ig_Vertex;
attribute vec4 ig_MultiTexCoord0;

uniform mat4 ig_ModelViewProjectionMatrix;

// vertex_args contains 1 value:
//   x:  y-elongation scale
uniform vec4 vertex_args;

varying vec4 vout_tex_coord;

void main() {
  vec4 position = ig_Vertex;
  vec4 tex_coord = ig_MultiTexCoord0;

  float elongation = vertex_args[0];
  gl_Position = ig_ModelViewProjectionMatrix * position;
  vout_tex_coord = tex_coord;
  vout_tex_coord.y *= elongation;
}
