1uniform mat4 g_WorldViewProjectionMatrix; 2uniform vec2 g_Resolution; 3 4uniform float m_SubPixelShift; 5 6attribute vec4 inPosition; 7attribute vec2 inTexCoord; 8 9varying vec2 texCoord; 10varying vec4 posPos; 11 12void main() { 13 gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0); 14 texCoord = inTexCoord; 15 vec2 rcpFrame = vec2(1.0) / g_Resolution; 16 posPos.xy = inTexCoord.xy; 17 posPos.zw = inTexCoord.xy - (rcpFrame * vec2(0.5 + m_SubPixelShift)); 18}