#version 120 attribute vec4 Position; uniform mat4 ProjMat; uniform vec2 OutSize; uniform float SubPixelShift; varying vec2 texCoord; varying vec4 posPos; void main() { vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0); gl_Position = vec4(outPos.xy, 0.2, 1.0); texCoord = Position.xy / OutSize; texCoord.y = 1.0 - texCoord.y; posPos.xy = texCoord.xy; posPos.zw = texCoord.xy - (1.0/OutSize * vec2(0.5 + SubPixelShift)); }