varying vec4 offset[2]; uniform vec2 PIXEL_SIZE; void main() { gl_Position = ftransform(); vec4 invy = gl_MultiTexCoord0; // invy.y = 1.0 - invy.y; gl_TexCoord[0] = invy; offset[0] = invy.xyxy + PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, 1.0); offset[1] = invy.xyxy + PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, -1.0); }