attribute vec3 a_Position; attribute vec2 a_TexCoord; uniform vec2 g_TexelSize; varying vec2 v_TexCoord[4]; void main() { gl_Position = vec4(a_Position, 1.0); v_TexCoord[0] = a_TexCoord - g_TexelSize; v_TexCoord[1] = a_TexCoord + g_TexelSize; v_TexCoord[2] = a_TexCoord + vec2(-g_TexelSize.x, g_TexelSize.y); v_TexCoord[3] = a_TexCoord + vec2(g_TexelSize.x, -g_TexelSize.y); }