attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
attribute vec4 aColor;
uniform float strength;
uniform float dirX;
uniform float dirY;
uniform mat3 projectionMatrix;
varying vec2 vTextureCoord;
varying vec4 vColor;
varying vec2 vBlurTexCoords[3];
void main(void)
{
gl_Position = vec4((projectionMatrix * vec3((aVertexPosition), 1.0)).xy, 0.0, 1.0);
vTextureCoord = aTextureCoord;
vBlurTexCoords[0] = aTextureCoord + vec2( (0.004 * strength) * dirX, (0.004 * strength) * dirY );
vBlurTexCoords[1] = aTextureCoord + vec2( (0.008 * strength) * dirX, (0.008 * strength) * dirY );
vBlurTexCoords[2] = aTextureCoord + vec2( (0.012 * strength) * dirX, (0.012 * strength) * dirY );
vColor = vec4(aColor.rgb * aColor.a, aColor.a);
}