#version 130 uniform vec2 PIXEL_SIZE; uniform mat4 ModelViewProjectionMatrix; out vec4 offset[2]; out vec2 uv; void main() { gl_Position = ModelViewProjectionMatrix * gl_Vertex; vec4 invy = gl_MultiTexCoord0; // invy.y = 1.0 - invy.y; uv = invy.st; 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); }