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/**
* @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);
}
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