#if __VERSION__ <= 120 varying vec2 texcoord0; varying vec2 texcoord1; varying vec2 texcoord2; varying vec2 texcoord3; varying vec2 texcoord4; varying vec2 texcoord5; varying vec2 texcoord6; varying vec2 texcoord7; #else out vec2 texcoord0; out vec2 texcoord1; out vec2 texcoord2; out vec2 texcoord3; out vec2 texcoord4; out vec2 texcoord5; out vec2 texcoord6; out vec2 texcoord7; #endif void main() { isf_vertShaderInit(); // perform standard transform on vertex //gl_Position = ftransform(); // transform texcoord vec2 texcoord = vec2(isf_FragNormCoord[0],isf_FragNormCoord[1]); // get sample positions texcoord0 = texcoord + vec2(-amount, -amount); texcoord1 = texcoord + vec2( 0, -amount); texcoord2 = texcoord + vec2( amount, -amount); texcoord3 = texcoord + vec2(-amount, 0); texcoord4 = texcoord + vec2( amount, 0); texcoord5 = texcoord + vec2(-amount, amount); texcoord6 = texcoord + vec2( 0, amount); texcoord7 = texcoord + vec2( amount, amount); }