uniform highp float outX; uniform highp float outY; attribute highp vec2 aVertex; attribute highp vec2 aTexCoord; varying highp vec2 vTexCoord; varying vec4 v_texcoord1; varying vec4 v_texcoord2; varying vec4 v_texcoord3; varying vec4 v_texcoord4; varying vec2 v_texcoord5; varying vec2 v_texcoord6; void main() { vTexCoord = aTexCoord; gl_Position = vec4(aVertex.x, aVertex.y, 0.0, 1.0); float dx = 1.0 / 1280.0; float dy = 1.0 / 720.0; v_texcoord1 = vec4(vTexCoord + vec2(-dx, -dy), vTexCoord + vec2(0.0, -dy)); v_texcoord2 = vec4(vTexCoord + vec2(dx, -dy), vTexCoord + vec2(-dx, 0.0)); v_texcoord3 = vec4(vTexCoord + vec2(dx, 0.0), vTexCoord + vec2(-dx, dy)); v_texcoord4 = vec4(vTexCoord + vec2(0.0, dy), vTexCoord + vec2(dx, dy)); v_texcoord5 = vTexCoord; v_texcoord6 = vTexCoord * (vec2(1280.0,720.0)); }