in vec2 Position; in vec2 Texcoord; out vec4 offset[2]; out vec2 uv; void main() { gl_Position = vec4(Position, 0., 1.); vec4 invy = vec4(Texcoord, Texcoord); // invy.y = 1.0 - invy.y; uv = invy.st; offset[0] = invy.xyxy + vec4(-1.0, 0.0, 0.0, 1.0) / screen.xyxy; offset[1] = invy.xyxy + vec4( 1.0, 0.0, 0.0, -1.0) / screen.xyxy; }