/** * @file glowV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform vec2 glowDelta; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + glowDelta*(-3.5); gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + glowDelta*(-2.5); gl_TexCoord[2].xy = gl_MultiTexCoord0.xy + glowDelta*(-1.5); gl_TexCoord[3].xy = gl_MultiTexCoord0.xy + glowDelta*(-0.5); gl_TexCoord[0].zw = gl_MultiTexCoord0.xy + glowDelta*(0.5); gl_TexCoord[1].zw = gl_MultiTexCoord0.xy + glowDelta*(1.5); gl_TexCoord[2].zw = gl_MultiTexCoord0.xy + glowDelta*(2.5); gl_TexCoord[3].zw = gl_MultiTexCoord0.xy + glowDelta*(3.5); }