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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 vec3 sampleNearLeft;
varying highp vec3 sampleNearRight;
void main()
{
highp vec2 sampleCoord = tCoord * textureScale;
gl_Position = matrix * vCoord;
// Calculate neighbor pixel position in item space.
highp vec3 wDelta = gl_Position.w * vecDelta.xyw;
highp vec3 nearLeft = vCoord.xyw - 0.25 * wDelta;
highp vec3 nearRight = vCoord.xyw + 0.25 * wDelta;
// Calculate neighbor texture coordinate.
highp vec2 scale = textureScale / fontScale;
highp vec2 base = sampleCoord - scale * vCoord.xy;
sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z);
sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z);
}
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