#ifdef GL_ES
precision mediump float;
#endif
uniform mat3 worldToOutput;
uniform vec4 outputRect;
varying vec4 inputRect[1];
varying mat3 worldToInput[1];
uniform float radius;
float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; }
void main( void )
{
float rad = radius * sqrt(abs(det(worldToOutput)));
worldToInput[0] = worldToOutput; // Let the input and output references
// be the same
inputRect[0] = vec4(
outputRect.x - rad,
outputRect.y - rad,
outputRect.z + rad,
outputRect.w + rad);
gl_Position = vec4(0.0); // Does not link without
}