attribute vec2 a_xy; attribute vec2 a_uv; uniform float u_step_x; uniform float u_step_y; uniform float u_intensity; varying highp vec2 v_uv[9]; void main() { vec2 uv = a_uv; vec2 dp = vec2(u_step_x, u_step_y) * u_intensity; v_uv[0] = uv; v_uv[1] = uv - dp * 1.407333; v_uv[2] = uv + dp * 1.407333; v_uv[3] = uv - dp * 3.294215; v_uv[4] = uv + dp * 3.294215; v_uv[5] = uv - dp * 5.351806; v_uv[6] = uv + dp * 5.351806; v_uv[7] = uv - dp * 7.302940; v_uv[8] = uv + dp * 7.302940; gl_Position = vec4(a_xy, 0.0, 1.0); }