#version 150 in vec4 Position; uniform mat4 ProjMat; uniform vec2 InSize; uniform vec2 OutSize; uniform vec2 BlurDir; out vec2 texCoord; out vec2 sampleStep; void main() { vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0); gl_Position = vec4(outPos.xy, 0.2, 1.0); vec2 oneTexel = 1.0 / InSize; sampleStep = oneTexel * BlurDir; texCoord = Position.xy / OutSize; }