uniform mat4 worldViewProj; attribute vec2 uv0; void main() { gl_Position = worldViewProj * gl_Vertex; gl_TexCoord[0] = vec4( uv0, 0, 0 ); const float size = 0.01; gl_TexCoord[1] = vec4( uv0 + vec2(0.0, 1.0)*size, 0, 0); gl_TexCoord[2] = vec4( uv0 + vec2(0.0, 2.0)*size, 0, 0); gl_TexCoord[3] = vec4( uv0 + vec2(0.0, -1.0)*size, 0, 0); gl_TexCoord[4] = vec4( uv0 + vec2(0.0, -2.0)*size, 0, 0); }