VSH	    Ûãûì u_viewTexel     u_modelViewProj     ê  attribute vec3 a_position;
attribute vec2 a_texcoord0;
varying vec2 v_texcoord0;
varying vec4 v_texcoord1;
varying vec4 v_texcoord2;
varying vec4 v_texcoord3;
varying vec4 v_texcoord4;
uniform vec4 u_viewTexel;
uniform mat4 u_modelViewProj;
void main ()
{
  float tmpvar_1;
  tmpvar_1 = (u_viewTexel.x * 8.0);
  vec4 tmpvar_2;
  tmpvar_2.w = 1.0;
  tmpvar_2.xyz = a_position;
  gl_Position = (u_modelViewProj * tmpvar_2);
  v_texcoord0 = a_texcoord0;
  vec4 tmpvar_3;
  tmpvar_3.x = (a_texcoord0.x - tmpvar_1);
  tmpvar_3.y = a_texcoord0.y;
  tmpvar_3.z = (a_texcoord0.x + tmpvar_1);
  tmpvar_3.w = a_texcoord0.y;
  v_texcoord1 = tmpvar_3;
  vec4 tmpvar_4;
  tmpvar_4.x = (a_texcoord0.x - (tmpvar_1 * 2.0));
  tmpvar_4.y = a_texcoord0.y;
  tmpvar_4.z = (a_texcoord0.x + (tmpvar_1 * 2.0));
  tmpvar_4.w = a_texcoord0.y;
  v_texcoord2 = tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5.x = (a_texcoord0.x - (tmpvar_1 * 3.0));
  tmpvar_5.y = a_texcoord0.y;
  tmpvar_5.z = (a_texcoord0.x + (tmpvar_1 * 3.0));
  tmpvar_5.w = a_texcoord0.y;
  v_texcoord3 = tmpvar_5;
  vec4 tmpvar_6;
  tmpvar_6.x = (a_texcoord0.x - (tmpvar_1 * 4.0));
  tmpvar_6.y = a_texcoord0.y;
  tmpvar_6.z = (a_texcoord0.x + (tmpvar_1 * 4.0));
  tmpvar_6.w = a_texcoord0.y;
  v_texcoord4 = tmpvar_6;
}

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