Ok, thanks. Regarding vertex shader, yeah, I've compensated here since I couldn't find the equivalent of OGL2InvSize in our VertexShaderGenerator. The original vertex shader of Natural is as follows:

```
uniform vec4 OGL2InvSize;

void main()
{
gl_Position=gl_ModelViewProjectionMatrix*gl_Vertex;
		
gl_TexCoord[0]=gl_MultiTexCoord0.xyxy+vec4(-0.5,-0.5,-1.5,-1.5)*OGL2InvSize.xyxy;
gl_TexCoord[1]=gl_MultiTexCoord0.xyxy+vec4( 0.5,-0.5, 1.5,-1.5)*OGL2InvSize.xyxy;
gl_TexCoord[2]=gl_MultiTexCoord0.xyxy+vec4(-0.5, 0.5,-1.5, 1.5)*OGL2InvSize.xyxy;
gl_TexCoord[3]=gl_MultiTexCoord0.xyxy+vec4( 0.5, 0.5, 1.5, 1.5)*OGL2InvSize.xyxy;

}
```