#ifdef GL_ES precision mediump float; precision mediump int; #endif uniform vec2 u_texelDelta; attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec4 v_texcoord0; varying vec4 v_texcoord1; varying vec4 v_texcoord2; varying vec4 v_texcoord3; void main() { gl_Position=a_position; v_texcoord0=a_texcoord0.xyxy+vec4(-0.5,-0.5,-1.5,-1.5)*u_texelDelta.xyxy; v_texcoord1=a_texcoord0.xyxy+vec4( 0.5,-0.5, 1.5,-1.5)*u_texelDelta.xyxy; v_texcoord2=a_texcoord0.xyxy+vec4(-0.5, 0.5,-1.5, 1.5)*u_texelDelta.xyxy; v_texcoord3=a_texcoord0.xyxy+vec4( 0.5, 0.5, 1.5, 1.5)*u_texelDelta.xyxy; }