#if __VERSION__ <= 120
varying vec2 texOffsets[3];
#else
out vec2 texOffsets[3];
#endif
const float radius = 10.0;
void main(void) {
// load the main shader stuff
isf_vertShaderInit();
if (PASSINDEX==0 || PASSINDEX==2 || PASSINDEX==4 || PASSINDEX==6 || PASSINDEX==8) {
float pixelWidth = 1.0/RENDERSIZE[0]*radius;
if (PASSINDEX >= 2)
pixelWidth *= .7;
else if (PASSINDEX >= 6)
pixelWidth *= 1.0;
texOffsets[0] = isf_FragNormCoord;
texOffsets[1] = clamp(vec2(isf_FragNormCoord[0]-pixelWidth, isf_FragNormCoord[1]),0.0,1.0);
texOffsets[2] = clamp(vec2(isf_FragNormCoord[0]+pixelWidth, isf_FragNormCoord[1]),0.0,1.0);
}
else if (PASSINDEX==1 || PASSINDEX==3 || PASSINDEX==5 || PASSINDEX==7 || PASSINDEX==9) {
float pixelHeight = 1.0/RENDERSIZE[1]*radius;
if (PASSINDEX >= 3)
pixelHeight *= .7;
else if (PASSINDEX >= 6)
pixelHeight *= 1.0;
texOffsets[0] = isf_FragNormCoord;
texOffsets[1] = clamp(vec2(isf_FragNormCoord[0], isf_FragNormCoord[1]-pixelHeight),0.0,1.0);
texOffsets[2] = clamp(vec2(isf_FragNormCoord[0], isf_FragNormCoord[1]+pixelHeight),0.0,1.0);
}
}