uniform float delta; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + vec2(delta, delta); gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + vec2(-delta, delta); gl_TexCoord[2].xy = gl_MultiTexCoord0.xy + vec2(-delta, -delta); gl_TexCoord[3].xy = gl_MultiTexCoord0.xy + vec2(delta, -delta); gl_TexCoord[4].xy = gl_MultiTexCoord0.xy; }