21 lines
433 B
GLSL
21 lines
433 B
GLSL
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#version 330 core
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out vec2 texcoord;
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out vec4 pos_pos;
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uniform sampler2D color_tex;
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const float FXAA_SUBPIX_SHIFT = 1.0/4.0;
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void main()
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{
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vec2 pos = vec2(gl_VertexID % 2, gl_VertexID / 2) * 4.0 - 1.0;
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texcoord = pos * 0.5 + 0.5;
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vec2 rcpFrame = 1.0 / textureSize(color_tex, 0);
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pos_pos.xy = texcoord;
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pos_pos.zw = texcoord - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT));
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gl_Position = vec4(pos, 0.0, 1.0);
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}
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