// by guest(r) - guest.r@gmail.com // license: GNU-GPL uniform vec4 OGL2Param; uniform vec4 OGL2Size; void main() { float x = (OGL2Size.x/2048.0)*OGL2Param.x; float y = (OGL2Size.y/1024.0)*OGL2Param.y; vec2 dg1 = vec2( x,y); vec2 dg2 = vec2(-x,y); vec2 dx = vec2(x,0.0); vec2 dy = vec2(0.0,y); gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[6].zw= gl_MultiTexCoord1.xy; gl_TexCoord[1].xy = gl_TexCoord[0].xy - dy; gl_TexCoord[2].xy = gl_TexCoord[0].xy + dy; gl_TexCoord[3].xy = gl_TexCoord[0].xy - dx; gl_TexCoord[4].xy = gl_TexCoord[0].xy + dx; gl_TexCoord[5].xy = gl_TexCoord[0].xy - dg1; gl_TexCoord[6].xy = gl_TexCoord[0].xy + dg1; gl_TexCoord[1].zw = gl_TexCoord[0].xy - dg2; gl_TexCoord[2].zw = gl_TexCoord[0].xy + dg2; }