/////////////////////////////////////////////////////////// // Attributes attribute vec3 a_position; attribute vec2 a_texCoord; attribute vec4 a_color; /////////////////////////////////////////////////////////// // Uniforms uniform mat4 u_projectionMatrix; uniform float u_length; uniform float u_length2; /////////////////////////////////////////////////////////// // Varyings varying vec2 v_texCoord; varying vec4 v_color; varying vec2 v_blurCoord[5]; void main() { gl_Position = u_projectionMatrix * vec4(a_position, 1); v_texCoord = a_texCoord; v_color = a_color; v_blurCoord[0] = a_texCoord.xy; v_blurCoord[1] = a_texCoord.xy + vec2( u_length,u_length2 ) * 1.407333; v_blurCoord[2] = a_texCoord.xy - vec2( u_length,u_length2 ) * 1.407333; v_blurCoord[3] = a_texCoord.xy + vec2( u_length,u_length2 ) * 3.294215; v_blurCoord[4] = a_texCoord.xy - vec2( u_length,u_length2 ) * 3.294215; }