#if __VERSION__ <= 120
varying vec2 left_coord;
varying vec2 right_coord;
varying vec2 above_coord;
varying vec2 below_coord;
varying vec2 lefta_coord;
varying vec2 righta_coord;
varying vec2 leftb_coord;
varying vec2 rightb_coord;
#else
out vec2 left_coord;
out vec2 right_coord;
out vec2 above_coord;
out vec2 below_coord;
out vec2 lefta_coord;
out vec2 righta_coord;
out vec2 leftb_coord;
out vec2 rightb_coord;
#endif
void main()
{
isf_vertShaderInit();
vec2 texc = vec2(isf_FragNormCoord[0],isf_FragNormCoord[1]);
vec2 d = 1.0/RENDERSIZE;
left_coord = clamp(vec2(texc.xy + vec2(-d.x , 0)),0.0,1.0);
right_coord = clamp(vec2(texc.xy + vec2(d.x , 0)),0.0,1.0);
above_coord = clamp(vec2(texc.xy + vec2(0,d.y)),0.0,1.0);
below_coord = clamp(vec2(texc.xy + vec2(0,-d.y)),0.0,1.0);
lefta_coord = clamp(vec2(texc.xy + vec2(-d.x , d.x)),0.0,1.0);
righta_coord = clamp(vec2(texc.xy + vec2(d.x , d.x)),0.0,1.0);
leftb_coord = clamp(vec2(texc.xy + vec2(-d.x , -d.x)),0.0,1.0);
rightb_coord = clamp(vec2(texc.xy + vec2(d.x , -d.x)),0.0,1.0);
}