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uniform highp mat4 matrix;
uniform highp vec2 textureScale;
uniform highp vec2 shift;
attribute highp vec4 vCoord;
attribute highp vec2 tCoord;
varying highp vec2 sampleCoord;
varying highp vec2 sCoordUp;
varying highp vec2 sCoordDown;
varying highp vec2 sCoordLeft;
varying highp vec2 sCoordRight;
void main()
{
sampleCoord = tCoord * textureScale;
sCoordUp = (tCoord - vec2(0.0, -1.0)) * textureScale;
sCoordDown = (tCoord - vec2(0.0, 1.0)) * textureScale;
sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * textureScale;
sCoordRight = (tCoord - vec2(1.0, 0.0)) * textureScale;
gl_Position = matrix * vCoord;
}
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