void main(
  float3 Position,
  float2 TexCoord0,
  float2 TexCoord1,
  uniform float4x4 WorldToView,
  uniform float4x4 ObjToWorld,
  half2 out Out_Tex0 : TEXCOORD0,
  half2 out Out_Tex1 : TEXCOORD1,
  float4 out gl_Position : POSITION
) {
  float4 WorldPos = mul(ObjToWorld, float4(Position, 1.0));
  gl_Position = mul(WorldPos, WorldToView);
  Out_Tex0 = TexCoord0 * 0.00390625; // 1 / 256.0
  Out_Tex1 = TexCoord1 * 0.00390625; // 1 / 256.0
}
