2 //uniform mat4 g_WorldViewProjectionMatrix;
3 uniform vec2 g_Resolution = vec2(800,600);
4 uniform float m_SubPixelShift = 1.0 / 4.0;
10 gl_Position = ftransform();
11 gl_TexCoord[0] = gl_MultiTexCoord0;
12 texCoord = gl_MultiTexCoord0.xy;
13 vec2 rcpFrame = vec2(1.0) / g_Resolution;
15 posPos.zw = texCoord - (rcpFrame * vec2(0.5 + m_SubPixelShift));