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