#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 }