#version 150 out vec2 texCoord[5]; in vec4 vertex; uniform mat4 worldViewProj; in vec2 uv0; void main() { gl_Position = worldViewProj * vertex; texCoord[0] = uv0; const float size = 0.01; texCoord[1] = texCoord[0] + vec2(1.0, 0.0)*size; texCoord[2] = texCoord[0] + vec2(2.0, 0.0)*size; texCoord[3] = texCoord[0] + vec2(-1.0, 0.0)*size; texCoord[4] = texCoord[0] + vec2(-2.0, 0.0)*size; }