#version 100 precision mediump int; precision mediump float; varying vec2 texCoord; attribute vec4 vertex; void main() { vec2 inPos = sign(vertex.xy); gl_Position = vec4(inPos.xy, 0.0, 1.0); vec2 uv = (vec2(inPos.x, -inPos.y) + 1.0)*0.5; texCoord = uv; /* const float size = 0.01; texCoord[1] = uv + vec2(0.0, 1.0)*size; texCoord[2] = uv + vec2(0.0, 2.0)*size; texCoord[3] = uv + vec2(0.0, -1.0)*size; texCoord[4] = uv + vec2(0.0, -2.0)*size; */ }