uniform mat4 world_view_proj_mat; uniform vec4 texel_offsets; varying vec4 vertex_depth; varying vec2 uv; void main() { vertex_depth = world_view_proj_mat * gl_Vertex; gl_Position = vertex_depth; gl_Position.xy += texel_offsets.zw * gl_Position.w; uv = gl_MultiTexCoord0.xy; }