<jittershader name="tan">
	<param name="inscale" type="vec4" default="1. 1. 1. 1.">
		<description>Input scale</description>
	</param>
	<param name="inoffset" type="vec4" default="0. 0. 0. 0.">
		<description>Input offset</description>
	</param>
	<param name="outscale" type="vec4" default="1. 1. 1. 1.">
		<description>Output scale</description>
	</param>
	<param name="outoffset" type="vec4" default="0. 0. 0. 0.">
		<description>Output offset</description>
	</param>
	<language name="glsl" version="1.0">
		<bind param="inscale" program="fp" />
		<bind param="inoffset" program="fp" />
		<bind param="outoffset" program="fp" />
		<bind param="outscale" program="fp" />
		<program name="vp" type="vertex" source="op.unary.vp.glsl" />
		<program name="fp" type="fragment"> 
<![CDATA[
varying vec2 texcoord0;

uniform vec4 inscale;
uniform vec4 inoffset;
uniform vec4 outscale;
uniform vec4 outoffset;

uniform sampler2DRect texture;

void main( void )
{
	vec4 v0 = texture2DRect(texture, texcoord0);
	
	v0 = (v0*inscale)+inoffset;	
	vec4 result = tan(v0);
	gl_FragColor = (result*outscale)+outoffset;
}
]]>
		</program>
	</language>
</jittershader>
