varying vec2 texture_coordinate; varying vec2 texture_coordinate2; varying vec2 texture_coordinate3; varying vec2 texture_coordinate4; varying vec2 texture_coordinate5; varying float scale; void main() { scale=0.7; // Transforming The Vertex gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; // Passing The Texture Coordinate Of Texture Unit 0 To The Fragment Shader texture_coordinate = vec2(gl_MultiTexCoord0); texture_coordinate2 = vec2(gl_MultiTexCoord0); texture_coordinate2.x=texture_coordinate.x-0.00125*scale; texture_coordinate3 = vec2(gl_MultiTexCoord0); texture_coordinate3.x=texture_coordinate.x+0.00125*scale; texture_coordinate4 = vec2(gl_MultiTexCoord0); texture_coordinate4.y=texture_coordinate.y-0.0016*scale; texture_coordinate5 = vec2(gl_MultiTexCoord0); texture_coordinate5.y=texture_coordinate.y+0.0016*scale; }