varying vec2 texCoord[5]; void main() { vec2 inPos = sign(gl_Vertex.xy); gl_Position = vec4(inPos.xy, 0.0, 1.0); texCoord[0] = (vec2(inPos.x, -inPos.y) + 1.0)/2.0; const float size = 0.01; texCoord[1] = texCoord[0] + vec2(1.0, 0.0)*size; texCoord[2] = texCoord[0] + vec2(2.0, 0.0)*size; texCoord[3] = texCoord[0] + vec2(-1.0, 0.0)*size; texCoord[4] = texCoord[0] + vec2(-2.0, 0.0)*size; }