#version 120 //uniform mat4 g_WorldViewProjectionMatrix; uniform vec2 g_Resolution = vec2(800,600); uniform float m_SubPixelShift = 1.0 / 4.0; varying vec2 texCoord; varying vec4 posPos; void main() { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; texCoord = gl_MultiTexCoord0.xy; vec2 rcpFrame = vec2(1.0) / g_Resolution; posPos.xy = texCoord; posPos.zw = texCoord - (rcpFrame * vec2(0.5 + m_SubPixelShift)); }