$input a_position, a_texcoord0 $output v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4 /* * Copyright 2011-2017 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" uniform vec4 u_smSamplingParams; #define u_xOffset u_smSamplingParams.z void main() { float offset = u_viewTexel.x*u_xOffset; gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) ); v_texcoord0 = a_texcoord0; v_texcoord1 = vec4(a_texcoord0.x - offset*1.0, a_texcoord0.y, a_texcoord0.x + offset*1.0, a_texcoord0.y ); v_texcoord2 = vec4(a_texcoord0.x - offset*2.0, a_texcoord0.y, a_texcoord0.x + offset*2.0, a_texcoord0.y ); v_texcoord3 = vec4(a_texcoord0.x - offset*3.0, a_texcoord0.y, a_texcoord0.x + offset*3.0, a_texcoord0.y ); v_texcoord4 = vec4(a_texcoord0.x - offset*4.0, a_texcoord0.y, a_texcoord0.x + offset*4.0, a_texcoord0.y ); }