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