attribute vec4 a_position;
attribute vec2 a_texcoord0;
uniform vec2 u_texelDelta;

varying vec4 v_texcoord0;
varying vec4 v_texcoord1;
varying vec4 v_texcoord2;
varying vec4 v_texcoord3;
varying vec4 v_texcoord4;
varying vec4 v_texcoord5;
varying vec4 v_texcoord6;

float scaleoffset = 0.8;

void main()
{
  float x = u_texelDelta.x*scaleoffset;
  float y = u_texelDelta.y*scaleoffset;
  vec2 dg1 = vec2( x,y);
  vec2 dg2 = vec2(-x,y);
  vec2 sd1 = dg1*0.5;
  vec2 sd2 = dg2*0.5;
  gl_Position = a_position;
  v_texcoord0=a_texcoord0.xyxy;
  v_texcoord1.xy = v_texcoord0.xy - sd1;
  v_texcoord2.xy = v_texcoord0.xy - sd2;
  v_texcoord3.xy = v_texcoord0.xy + sd1;
  v_texcoord4.xy = v_texcoord0.xy + sd2;
  v_texcoord5.xy = v_texcoord0.xy - dg1;
  v_texcoord6.xy = v_texcoord0.xy + dg1;
  v_texcoord5.zw = v_texcoord0.xy - dg2;
  v_texcoord6.zw = v_texcoord0.xy + dg2;
}
