#version 150 core in vec4 vCoord; in vec2 tCoord; out vec2 sampleCoord; out vec2 shiftedSampleCoord; uniform mat4 matrix; uniform vec2 textureScale; uniform vec2 shift; void main() { sampleCoord = tCoord * textureScale; shiftedSampleCoord = (tCoord - shift) * textureScale; gl_Position = matrix * vCoord; }