#if __VERSION__ <= 120 varying vec2 left_coord; varying vec2 right_coord; varying vec2 above_coord; varying vec2 below_coord; varying vec2 lefta_coord; varying vec2 righta_coord; varying vec2 leftb_coord; varying vec2 rightb_coord; #else out vec2 left_coord; out vec2 right_coord; out vec2 above_coord; out vec2 below_coord; out vec2 lefta_coord; out vec2 righta_coord; out vec2 leftb_coord; out vec2 rightb_coord; #endif void main() { isf_vertShaderInit(); vec2 texc = vec2(isf_FragNormCoord[0],isf_FragNormCoord[1]); vec2 d = 1.0/RENDERSIZE; left_coord = clamp(vec2(texc.xy + vec2(-d.x , 0)),0.0,1.0); right_coord = clamp(vec2(texc.xy + vec2(d.x , 0)),0.0,1.0); above_coord = clamp(vec2(texc.xy + vec2(0,d.y)),0.0,1.0); below_coord = clamp(vec2(texc.xy + vec2(0,-d.y)),0.0,1.0); lefta_coord = clamp(vec2(texc.xy + vec2(-d.x , d.x)),0.0,1.0); righta_coord = clamp(vec2(texc.xy + vec2(d.x , d.x)),0.0,1.0); leftb_coord = clamp(vec2(texc.xy + vec2(-d.x , -d.x)),0.0,1.0); rightb_coord = clamp(vec2(texc.xy + vec2(d.x , -d.x)),0.0,1.0); }