#ifdef GL_ES
precision mediump float;
#endif
uniform vec4 infiniteRect;
uniform vec4 inputBBox[1];
varying vec4 outputBBox;
uniform float radius;
void main( void )
{
if(inputBBox[0] == infiniteRect) // Better avoid enlarging the infinite
outputBBox = infiniteRect; // rect...
else
outputBBox = vec4(
inputBBox[0].x - radius,
inputBBox[0].y - radius,
inputBBox[0].z + radius,
inputBBox[0].w + radius);
gl_Position = vec4(0.0); // Does not link without
}