attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
attribute vec4 aColor;
uniform float strength;
uniform mat3 projectionMatrix;
varying vec2 vTextureCoord;
varying vec4 vColor;
varying vec2 vBlurTexCoords[6];
void main(void)
{
gl_Position = vec4((projectionMatrix * vec3((aVertexPosition), 1.0)).xy, 0.0, 1.0);
vTextureCoord = aTextureCoord;
vBlurTexCoords[ 0] = aTextureCoord + vec2(0.0, -0.012 * strength);
vBlurTexCoords[ 1] = aTextureCoord + vec2(0.0, -0.008 * strength);
vBlurTexCoords[ 2] = aTextureCoord + vec2(0.0, -0.004 * strength);
vBlurTexCoords[ 3] = aTextureCoord + vec2(0.0, 0.004 * strength);
vBlurTexCoords[ 4] = aTextureCoord + vec2(0.0, 0.008 * strength);
vBlurTexCoords[ 5] = aTextureCoord + vec2(0.0, 0.012 * strength);
vColor = vec4(aColor.rgb * aColor.a, aColor.a);
}