attribute vec4 a_position; attribute vec2 a_texCoord; varying vec2 v_texCoord; varying vec2 v_blurTexCoords[14]; void main() { gl_Position = a_position; v_texCoord = a_texCoord; v_blurTexCoords[ 0] = v_texCoord + vec2(0.0, -0.028); v_blurTexCoords[ 1] = v_texCoord + vec2(0.0, -0.024); v_blurTexCoords[ 2] = v_texCoord + vec2(0.0, -0.020); v_blurTexCoords[ 3] = v_texCoord + vec2(0.0, -0.016); v_blurTexCoords[ 4] = v_texCoord + vec2(0.0, -0.012); v_blurTexCoords[ 5] = v_texCoord + vec2(0.0, -0.008); v_blurTexCoords[ 6] = v_texCoord + vec2(0.0, -0.004); v_blurTexCoords[ 7] = v_texCoord + vec2(0.0, 0.004); v_blurTexCoords[ 8] = v_texCoord + vec2(0.0, 0.008); v_blurTexCoords[ 9] = v_texCoord + vec2(0.0, 0.012); v_blurTexCoords[10] = v_texCoord + vec2(0.0, 0.016); v_blurTexCoords[11] = v_texCoord + vec2(0.0, 0.020); v_blurTexCoords[12] = v_texCoord + vec2(0.0, 0.024); v_blurTexCoords[13] = v_texCoord + vec2(0.0, 0.028); }