/* VBlurVertexShader.glsl */ attribute vec3 position; attribute vec4 color; attribute vec2 uv; uniform mediump float step; varying mediump vec4 v_color; varying mediump vec2 v_texCoord; varying mediump vec2 v_blurTexCoords0; varying mediump vec2 v_blurTexCoords1; varying mediump vec2 v_blurTexCoords2; varying mediump vec2 v_blurTexCoords3; varying mediump vec2 v_blurTexCoords4; varying mediump vec2 v_blurTexCoords5; varying mediump vec2 v_blurTexCoords6; varying mediump vec2 v_blurTexCoords7; varying mediump vec2 v_blurTexCoords8; varying mediump vec2 v_blurTexCoords9; varying mediump vec2 v_blurTexCoords10; varying mediump vec2 v_blurTexCoords11; varying mediump vec2 v_blurTexCoords12; varying mediump vec2 v_blurTexCoords13; void main() { gl_Position = vec4(position.xy, 0, 1.0); mediump float z = step; v_color = color; v_texCoord = uv; v_blurTexCoords0 = v_texCoord + vec2(0.0, -z * 7.0); v_blurTexCoords1 = v_texCoord + vec2(0.0, -z * 6.0); v_blurTexCoords2 = v_texCoord + vec2(0.0, -z * 5.0); v_blurTexCoords3 = v_texCoord + vec2(0.0, -z * 4.0); v_blurTexCoords4 = v_texCoord + vec2(0.0, -z * 3.0); v_blurTexCoords5 = v_texCoord + vec2(0.0, -z * 2.0); v_blurTexCoords6 = v_texCoord + vec2(0.0, -z); v_blurTexCoords7 = v_texCoord + vec2(0.0, z); v_blurTexCoords8 = v_texCoord + vec2(0.0, z * 2.0); v_blurTexCoords9 = v_texCoord + vec2(0.0, z * 3.0); v_blurTexCoords10 = v_texCoord + vec2(0.0, z * 4.0); v_blurTexCoords11 = v_texCoord + vec2(0.0, z * 5.0); v_blurTexCoords12 = v_texCoord + vec2(0.0, z * 6.0); v_blurTexCoords13 = v_texCoord + vec2(0.0, z * 7.0); }