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(-0.028, 0.0); v_blurTexCoords[ 1] = v_texCoord + vec2(-0.024, 0.0); v_blurTexCoords[ 2] = v_texCoord + vec2(-0.020, 0.0); v_blurTexCoords[ 3] = v_texCoord + vec2(-0.016, 0.0); v_blurTexCoords[ 4] = v_texCoord + vec2(-0.012, 0.0); v_blurTexCoords[ 5] = v_texCoord + vec2(-0.008, 0.0); v_blurTexCoords[ 6] = v_texCoord + vec2(-0.004, 0.0); v_blurTexCoords[ 7] = v_texCoord + vec2( 0.004, 0.0); v_blurTexCoords[ 8] = v_texCoord + vec2( 0.008, 0.0); v_blurTexCoords[ 9] = v_texCoord + vec2( 0.012, 0.0); v_blurTexCoords[10] = v_texCoord + vec2( 0.016, 0.0); v_blurTexCoords[11] = v_texCoord + vec2( 0.020, 0.0); v_blurTexCoords[12] = v_texCoord + vec2( 0.024, 0.0); v_blurTexCoords[13] = v_texCoord + vec2( 0.028, 0.0); }