uniform highp mat4 matrix; uniform highp vec2 textureScale; attribute highp vec4 vCoord; attribute highp vec2 tCoord; uniform highp vec2 shift; varying highp vec2 sampleCoord; varying highp vec2 shiftedSampleCoord; void main() { sampleCoord = tCoord * textureScale; shiftedSampleCoord = (tCoord - shift) * textureScale; gl_Position = matrix * vCoord; }