uniform vec2 srcTexelDelta;
uniform vec2 srcPixels;
in vec2 texUV;
out vec2 texUVOut[5];
out vec2 texelPosOut;

void main()
{
	vec2 offsetX = vec2(srcTexelDelta.x, 0.0);
	vec2 offsetY = vec2(0.0, srcTexelDelta.y);
	texUVOut[0] = texUV - offsetY;
	texUVOut[1] = texUV - offsetX;
	texUVOut[2] = texUV;
	texUVOut[3] = texUV + offsetX;
	texUVOut[4] = texUV + offsetY;
	texelPosOut = texUV * srcPixels;
	gl_Position = POS;
}
