uniform highp mat4 matrix; uniform highp vec2 textureScale; uniform highp float fontScale; uniform highp vec4 vecDelta; attribute highp vec4 vCoord; attribute highp vec2 tCoord; varying highp vec2 sampleCoord; varying highp vec3 sampleFarLeft; varying highp vec3 sampleNearLeft; varying highp vec3 sampleNearRight; varying highp vec3 sampleFarRight; void main() { sampleCoord = tCoord * textureScale; gl_Position = matrix * vCoord; // Calculate neighbor pixel position in item space. highp vec3 wDelta = gl_Position.w * vecDelta.xyw; highp vec3 farLeft = vCoord.xyw - 0.667 * wDelta; highp vec3 nearLeft = vCoord.xyw - 0.333 * wDelta; highp vec3 nearRight = vCoord.xyw + 0.333 * wDelta; highp vec3 farRight = vCoord.xyw + 0.667 * wDelta; // Calculate neighbor texture coordinate. highp vec2 scale = textureScale / fontScale; highp vec2 base = sampleCoord - scale * vCoord.xy; sampleFarLeft = vec3(base * farLeft.z + scale * farLeft.xy, farLeft.z); sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z); sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z); sampleFarRight = vec3(base * farRight.z + scale * farRight.xy, farRight.z); }